604 lines
13 KiB
Text
604 lines
13 KiB
Text
namespace = jason_first_race_event
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##################################################
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# A Mess of Legs
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# by Jason Cantalini
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# 4700
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##################################################
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scripted_trigger jason_first_race_event_1_opponent_trigger = {
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is_ai = yes
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exists = var:contest_aptitude
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this != root
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OR = {
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is_lowborn = no
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is_landed = no
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}
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}
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#Two racers collide with each other
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jason_first_race_event.1 = {
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type = activity_event
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title = jason_first_race_event.1.t
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desc = {
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desc = jason_first_race_event.1.desc
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first_valid = {
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triggered_desc = {
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trigger = {
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OR = {
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has_trait = paranoid
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has_trait = vengeful
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has_trait = wrathful
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has_relation_rival = scope:opponent
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has_relation_nemesis = scope:opponent
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}
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NOR = {
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has_trait = trusting
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has_trait = forgiving
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has_trait = compassionate
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}
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}
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desc = jason_first_race_event.1.desc.suspicious
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}
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triggered_desc = {
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trigger = {
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OR = {
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has_trait = trusting
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has_trait = forgiving
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has_trait = compassionate
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}
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}
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desc = jason_first_race_event.1.desc.sympathetic
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}
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}
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}
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theme = tournament_contest
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window = widget_activity_locale_fullscreen_event
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left_portrait = {
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character = root
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animation = disbelief
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}
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right_portrait = {
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character = scope:opponent
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animation = fear
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}
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trigger = {
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exists = var:contest_aptitude
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scope:activity = {
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any_guest_subset_current_phase = {
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name = qualified
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this = root
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}
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any_guest_subset_current_phase = {
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name = qualified
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jason_first_race_event_1_opponent_trigger = yes
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}
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NOT = {
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any_attending_character = {
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is_ai = no
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this != root
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}
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}
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# Only one event removing competitors should occur
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any_guest_subset_current_phase = {
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name = qualified
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count >= 8
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}
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}
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#Standard checks.
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NOT = { has_character_flag = horse_race_contest_event_cooldown }
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}
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immediate = {
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tournament_pivotal_flavor_variable_effect = { CONTEST = horse_race ID = 10 }
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add_character_flag = {
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flag = horse_race_contest_event_cooldown
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years = 1
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}
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tournament_horse_race_fetch_horse_effect = yes
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scope:activity = {
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random_guest_subset_current_phase = {
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name = qualified
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limit = {
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jason_first_race_event_1_opponent_trigger = yes
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}
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weight = {
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base = 1
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activity_recurring_character_weight_modifier = { VALUE = 100 }
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}
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save_scope_as = opponent
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try_to_create_recurring_character_effect = { CHARACTER = root }
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}
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}
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scope:opponent = {
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tournament_horse_race_fetch_horse_effect = yes
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activity_tournament_change_contestant_score_effect = { SCORE = decrease_minor }
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}
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root.var:horse_race_jockey = { save_scope_as = jockey }
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activity_tournament_change_contestant_score_effect = { SCORE = decrease_minor }
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}
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# Accuse the other horse's owner of sabotaging you
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option = {
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name = jason_first_race_event.1.a
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flavor = jason_first_race_event.1.a.tt
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progress_towards_rival_effect = {
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CHARACTER = scope:opponent
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REASON = rival_race_sabotage_accusation
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OPINION = -40
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}
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duel = {
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skills = { diplomacy intrigue }
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value = 10
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#You convince everyone that this affront merits a restart
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45 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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modifier = {
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add = 20
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dread > medium_dread
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}
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modifier = {
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add = 40
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dread > high_dread
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}
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modifier = {
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add = 50
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scope:host = {
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this = root
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}
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}
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modifier = {
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add = 25
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highest_held_title_tier = tier_kingdom
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}
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modifier = {
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add = 50
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highest_held_title_tier = tier_empire
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}
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send_interface_toast = {
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title = jason_first_race_event.1.a.tt.win
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left_icon = root
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right_icon = scope:opponent
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tournament_contest_knocked_out_effect = { CHARACTER = scope:opponent }
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}
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desc = jason_first_race_event.1.a.tt.win
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}
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#You sound petty and no one listens
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55 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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send_interface_toast = {
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title = jason_first_race_event.1.a.tt.lose
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left_icon = root
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right_icon = scope:opponent
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scope:activity = {
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add_activity_log_entry = {
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key = contest_horse_race_collision_log
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tags = { contest bad }
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score = 30
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character = root
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target = scope:opponent
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}
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every_attending_character = {
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limit = {
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NOR = {
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this = root
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this = scope:opponent
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}
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}
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custom = every_tournament_attendee_tt
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add_opinion = {
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target = root
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modifier = contempt_opinion
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opinion = -10
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}
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}
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}
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}
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desc = jason_first_race_event.1.a.tt.lose
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}
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}
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stress_impact = {
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forgiving = medium_stress_impact_gain
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trusting = minor_stress_impact_gain
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compassionate = miniscule_stress_impact_gain
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wrathful = minor_stress_impact_loss
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vengeful = minor_stress_impact_loss
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callous = miniscule_stress_impact_loss
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sadistic = miniscule_stress_impact_loss
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 0
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OR = {
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has_trait = forgiving
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has_trait = trusting
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}
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}
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modifier = {
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add = -50
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OR = {
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has_trait = compassionate
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has_trait = honest
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has_trait = shy
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has_trait = content
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has_trait = calm
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}
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}
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modifier = {
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add = -50
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OR = {
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diplomacy <= low_skill_rating
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intrigue <= low_skill_rating
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}
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}
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modifier = {
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add = -25
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OR = {
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diplomacy < medium_skill_rating
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intrigue < medium_skill_rating
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}
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}
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modifier = {
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add = -50
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diplomacy <= decent_skill_rating
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intrigue <= decent_skill_rating
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}
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modifier = {
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add = 100
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OR = {
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diplomacy >= high_skill_rating
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prowess >= high_skill_rating
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}
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}
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modifier = {
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add = 100
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OR = {
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has_trait = vengeful
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has_trait = arbitrary
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has_trait = deceitful
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has_trait = paranoid
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has_trait = greedy
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}
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}
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modifier = {
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add = 50
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highest_held_title_tier = tier_kingdom
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}
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modifier = {
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add = 100
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highest_held_title_tier = tier_empire
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}
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modifier = {
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add = 150
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scope:host = {
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this = root
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}
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}
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modifier = {
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add = 75
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dread > medium_dread
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}
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}
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}
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# Console your opponent and apologize
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option = {
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trigger = {
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OR = {
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NOR = {
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has_relation_rival = scope:opponent
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has_relation_nemesis = scope:opponent
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has_trait = paranoid
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has_trait = vengeful
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has_trait = wrathful
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has_trait = sadistic
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}
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OR = {
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has_relation_rival = scope:opponent
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has_relation_nemesis = scope:opponent
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OR = {
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has_trait = trusting
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has_trait = forgiving
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has_trait = compassionate
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}
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}
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}
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}
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name = jason_first_race_event.1.b
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flavor = jason_first_race_event.1.b.tt
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scope:activity = {
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add_activity_log_entry = {
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key = contest_horse_race_collision_log
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tags = { contest bad }
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score = 30
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character = root
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target = scope:opponent
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# Effect
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root = {
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progress_towards_friend_effect = {
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CHARACTER = scope:opponent
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REASON = friend_shared_disappointment
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OPINION = 40
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}
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}
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}
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}
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stress_impact = {
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forgiving = minor_stress_impact_loss
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wrathful = major_stress_impact_gain
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sadistic = major_stress_impact_gain
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paranoid = major_stress_impact_gain
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vengeful = major_stress_impact_gain
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callous = medium_stress_impact_gain
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arrogant = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 0
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OR = {
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has_trait = wrathful
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has_trait = sadistic
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has_trait = paranoid
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has_trait = vengeful
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has_trait = callous
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}
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}
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modifier = {
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add = -50
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has_trait = arrogant
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}
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modifier = {
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add = 100
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has_trait = forgiving
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}
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}
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}
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# Try to encourage your jockey
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option = {
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name = jason_first_race_event.1.c
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flavor = jason_first_race_event.1.c.tt
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duel = {
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skill = diplomacy
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value = 10
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#Your jockey gets back on track
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45 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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modifier = {
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has_trait_xp = {
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trait = tourney_participant
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track = horse
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value >= 20
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}
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add = 20
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}
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modifier = {
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has_trait_xp = {
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trait = tourney_participant
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track = horse
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value >= 50
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}
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add = 30
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}
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modifier = {
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has_trait_xp = {
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trait = tourney_participant
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track = horse
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value >= 80
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}
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add = 50
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}
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send_interface_toast = {
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title = jason_first_race_event.1.c.tt.win
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left_icon = root
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right_icon = scope:opponent
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desc = jason_first_race_event.1.c.tt.lose
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create_character_memory = {
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type = successful_race_rescue
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}
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activity_tournament_change_contestant_score_effect = { SCORE = increase_minor }
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# add horsemanship tournament skill XP
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if = {
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limit = {
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has_trait = tourney_participant
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}
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add_trait_xp = {
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trait = tourney_participant
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track = horse
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value = tournament_hastiludes_xp_gain_medium_value
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}
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}
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}
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desc = jason_first_race_event.1.c.tt.win
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}
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#Your jockey can't hear you
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55 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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send_interface_toast = {
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title = jason_first_race_event.1.c.tt.lose
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left_icon = root
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right_icon = scope:opponent
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scope:activity = {
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add_activity_log_entry = {
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key = contest_horse_race_collision_log
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tags = { contest bad }
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score = 30
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character = root
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target = scope:opponent
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}
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}
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activity_tournament_change_contestant_score_effect = { SCORE = decrease_miniscule }
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}
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desc = jason_first_race_event.1.c.tt.lose
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create_character_memory = {
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type = trampled_during_race_rescue
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}
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}
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}
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stress_impact = {
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craven = major_stress_impact_gain
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sadistic = medium_stress_impact_gain
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lazy = medium_stress_impact_gain
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callous = medium_stress_impact_gain
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vengeful = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 0
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OR = {
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has_trait = sadistic
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has_trait = lazy
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has_trait = craven
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has_trait = callous
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}
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}
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modifier = {
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add = -50
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has_trait = vengeful
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}
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modifier = {
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add = -50
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OR = {
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diplomacy < mediocre_skill_rating
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prowess < mediocre_skill_rating
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}
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}
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modifier = {
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add = -25
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OR = {
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diplomacy < mediocre_skill_rating
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prowess < mediocre_skill_rating
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}
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}
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modifier = {
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add = -50
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diplomacy <= medium_skill_rating
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prowess <= medium_skill_rating
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}
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modifier = {
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add = -50
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highest_held_title_tier = tier_empire
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}
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modifier = {
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add = 75
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OR = {
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has_trait = compassionate
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has_trait = brave
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}
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}
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modifier = {
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add = 25
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has_trait_xp = {
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trait = tourney_participant
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track = horse
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value >= 50
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}
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}
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modifier = {
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add = 50
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has_trait_xp = {
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trait = tourney_participant
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track = horse
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value >= 100
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}
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}
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modifier = {
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add = 50
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OR = {
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diplomacy >= very_high_skill_rating
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prowess >= very_high_skill_rating
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}
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}
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}
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}
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# Accept this unfortunate loss
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option = {
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name = jason_first_race_event.1.d
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flavor = jason_first_race_event.1.d.tt
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scope:activity = {
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add_activity_log_entry = {
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key = contest_horse_race_collision_log
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tags = { contest bad }
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score = 30
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character = root
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target = scope:opponent
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}
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}
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stress_impact = {
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wrathful = medium_stress_impact_gain
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paranoid = medium_stress_impact_gain
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compassionate = minor_stress_impact_gain
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stubborn = minor_stress_impact_gain
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greedy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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factor = 0
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OR = {
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has_trait = wrathful
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has_trait = paranoid
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}
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}
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modifier = {
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add = -50
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OR = {
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has_trait = compassionate
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has_trait = stubborn
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has_trait = greedy
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}
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}
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modifier = {
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add = 50
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OR = {
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has_trait = calm
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has_trait = shy
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}
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}
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}
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}
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}
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