N3OW/events/dlc/bp2/bp2_yearly_5.txt
2026-05-23 20:45:31 -04:00

4143 lines
78 KiB
Text

namespace = bp2_yearly
################################################################
# |\__/,| (`\ #
# _.|o o |_ ) ) #
#-----------------------(((---(((------------------------------#
# Special Chains: Playdate 5000-11 and destiny_child.1000-1035 #
# Small Chains: 5000 - 5014 #
# Flavours: 5050 - 5060 #
################################################################
##################################################
# # Princes in the Tower
# by Nick Meredith
# #5000-5001
##################################################
# You have a chance to imprison the young prince/ss
bp2_yearly.5000 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5000.t
desc = bp2_yearly.5000.desc
theme = corruption
left_portrait = {
character = root
animation = scheme
}
right_portrait = {
character = scope:tower_prince
animation = boredom
}
cooldown = { years = 100 } #Just to ensure it doesn't fire twice for multiple heirs
trigger = {
#DLC check
has_bp2_dlc_trigger = yes
#Standard checks
is_available_adult = yes
#You are a diarch
is_diarch = yes
#And a powerful one
liege = { has_diarchy_parameter = diarchy_type_is_entrenched_regency }
#There is an heir to the title you're the diarch of
liege = {
#They're quite young
age < 14
#and not imprisoned
is_imprisoned = no
#and they're not a player character
is_ai = yes
}
#Just to ensure this doesn't happen too much
#is_ai = no
}
immediate = {
liege = { save_scope_as = tower_prince }
save_scope_value_as = { #For a bit of fuzziness
name = integer
value = {
integer_range = {
min = 1
max = 5
}
}
}
}
#Imprison them!
option = {
name = bp2_yearly.5000.a
if = {
limit = {
any_held_county = {
any_county_province = {
has_building = the_tower_of_london_01
}
}
}
add_internal_flag = special
custom_tooltip = bp2_yearly.5000.a.flavor
}
remove_short_term_gold = minor_gold_value
if = {
limit = {
any_held_county = {
any_county_province = {
has_building = the_tower_of_london_01
}
}
}
hard_imprison_character_effect = {
TARGET = scope:tower_prince
IMPRISONER = root
}
trigger_event = {
id = bp2_yearly.5001
days = { 40 80 }
}
}
else = {
random_list = {
10 = { #You succeed
desc = bp2_yearly.5000.a.success
modifier = {
add = scope:integer
}
modifier = {
add = 5
OR = {
has_trait = callous
has_trait = sadistic
}
}
modifier = {
add = 5
intrigue > 15
}
send_interface_toast = {
title = bp2_yearly.5000.a.success
left_icon = scope:tower_prince
hard_imprison_character_effect = {
TARGET = scope:tower_prince
IMPRISONER = root
}
}
trigger_event = {
id = bp2_yearly.5001
days = { 40 80 }
}
}
10 = { #You fail
desc = bp2_yearly.5000.a.failure
modifier = {
add = 5
OR = {
has_trait = compassionate
has_trait = just
}
}
modifier = {
add = 5
intrigue < 8
}
reverse_add_opinion = {
target = scope:tower_prince
modifier = hate_opinion
opinion = -40
}
send_interface_toast = {
title = bp2_yearly.5000.a.failure
left_icon = scope:tower_prince
show_as_tooltip = {
custom_tooltip = bp2_yearly.5000.a.tt
}
}
hidden_effect = {
scope:tower_prince = {
every_vassal = {
limit = {
root != this
}
add_opinion = {
target = root
modifier = suspicion_opinion
opinion = -15
}
}
}
}
}
}
}
stress_impact = {
compassionate = medium_stress_impact_gain
content = medium_stress_impact_gain
arbitrary = miniscule_stress_impact_loss
ambitious = medium_stress_impact_loss
callous = miniscule_stress_impact_loss
sadistic = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = content
}
}
}
}
option = { #Leave them be
name = bp2_yearly.5000.b
add_trait = loyal
reverse_add_opinion = {
target = scope:tower_prince
modifier = trust_opinion
opinion = 50
}
stress_impact = {
craven = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_loss
trusting = miniscule_stress_impact_loss
arbitrary = minor_stress_impact_gain
ambitious = medium_stress_impact_gain
callous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = callous
has_trait = sadistic
has_trait = ambitious
}
}
}
}
}
# You decide their fate
bp2_yearly.5001 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5001.t
desc = bp2_yearly.5001.desc
theme = dungeon
left_portrait = {
character = root
animation = spymaster
}
right_portrait = {
character = scope:tower_prince
animation = fear
}
trigger = {
#You are a diarch
is_diarch = yes
#Ensure that the prince is still imprisoned
exists = scope:tower_prince
liege = scope:tower_prince
scope:tower_prince = {
is_imprisoned_by = root
}
}
immediate = {
scope:tower_prince.primary_title = {
save_scope_as = primary_title
}
save_scope_as = usurper
}
option = { #Mutilate them
name = bp2_yearly.5001.a
trigger = {
scope:tower_prince = {
NOT = {
has_trait = incapable
}
}
}
flavor = bp2_yearly.5001.a.flavor
add_internal_flag = dangerous
scope:tower_prince = {
add_trait = incapable
}
stress_impact = {
paranoid = medium_stress_impact_loss
ambitious = miniscule_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = medium_stress_impact_loss
just = medium_stress_impact_gain
trusting = medium_stress_impact_gain
compassionate = major_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = trusting
has_trait = compassionate
has_trait = content
}
}
}
}
#Seize the realm
option = {
name = bp2_yearly.5001.b
flavor = bp2_yearly.5001.b.flavor
add_character_flag = laid_coup_groundwork_flag
# You had to grease some palms
remove_short_term_gold = medium_gold_value
show_as_tooltip = {
custom_tooltip = bp2_yearly.5001.b.tt
}
hidden_effect = {
scope:tower_prince = {
every_vassal = {
limit = {
root != this
}
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 25
}
}
}
}
custom_tooltip = bp2_yearly.5001.b.bypass
stress_impact = {
compassionate = miniscule_stress_impact_loss
content = medium_stress_impact_gain
ambitious = minor_stress_impact_loss
sadistic = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_vengefulness = -1
}
}
}
#Use them as a political tool
option = {
name = bp2_yearly.5001.c
update_diarchy_swing_with_perspective_effect = {
SWING = medium_sop_swing_diarch_gain
LIEGE = liege
}
add_hook = {
target = scope:tower_prince
type = loyalty_hook
}
scope:tower_prince = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 40
}
release_from_prison = yes
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
arbitrary = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_vengefulness = -1
}
}
}
}
##################################################
# A winsome foreign hostage
# by Nick Meredith
# #5005-5007
##################################################
#Actor
bp2_yearly.5005 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5005.t
desc = bp2_yearly.5005.desc
theme = love
left_portrait = {
character = root
animation = flirtation_left
}
right_portrait = {
character = scope:foreign_hostage
animation = personality_honorable
}
trigger = {
#DLC check
has_bp2_dlc_trigger = yes
#Age checks
is_available_child = yes
#You can have a crush
num_of_relation_crush = 0
#You have actually worked out your sexuality (good going kid, took me like two decades)
OR = {
has_sexuality = heterosexual
has_sexuality = bisexual
has_sexuality = homosexual
}
#There is a fetching foreign hostage whomst you may crush upon
any_warden_hostage = {
save_good_crush_character_trigger_check = yes
location = root.location
}
}
immediate = {
random_warden_hostage = {
limit = {
save_good_crush_character_trigger_check = yes
}
save_scope_as = foreign_hostage
}
save_scope_value_as = { #For a bit of fuzziness
name = integer
value = {
integer_range = {
min = 1
max = 5
}
}
}
set_relation_crush = scope:foreign_hostage
save_scope_as = crusher
}
#Confess my feelings!
option = {
name = bp2_yearly.5005.a
flavor = bp2_yearly.5005.a.tt
scope:foreign_hostage = {
trigger_event = {
id = bp2_yearly.5006
days = { 1 2 }
}
}
stress_impact = { #Keep these deliberately low: I know kids are dramatic but we don't want one stress-learning French because their crush turned em down
brave = miniscule_stress_impact_loss
rowdy = miniscule_stress_impact_loss
craven = miniscule_stress_impact_gain
pensive = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 1
}
}
}
#Can't risk it, best keep this unrequited
option = {
name = bp2_yearly.5005.b
add_character_modifier = {
modifier = holding_torch_modifier
years = 5
}
stress_impact = { #Keep these deliberately low: I know kids are dramatic but we don't want one stress-learning French because their crush turned em down
base = miniscule_stress_impact_gain
brave = miniscule_stress_impact_gain
rowdy = miniscule_stress_impact_gain
craven = miniscule_stress_impact_loss
pensive = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_sociability = -1
}
}
}
}
# Crush response
bp2_yearly.5006 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5006.t
desc = bp2_yearly.5006.desc
theme = love
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:crusher
animation = worry
}
immediate = {
#play_music_cue = "mx_cue_touching_moment"
}
#Reciprocate
option = {
name = bp2_yearly.5006.a
set_relation_crush = scope:crusher
reverse_add_opinion = {
target = scope:crusher
modifier = crush_opinion
opinion = 40
}
scope:crusher = {
trigger_event = {
id = bp2_yearly.5007
days = { 3 7 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 1
}
}
}
#Ew, you're icky
option = {
name = bp2_yearly.5006.b
reverse_add_opinion = {
target = scope:crusher
modifier = disappointed_opinion
opinion = -30
}
scope:crusher = {
trigger_event = {
id = bp2_yearly.5008
days = { 3 7 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_sociability = -1
}
}
}
}
# Crush reciprocates
bp2_yearly.5007 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5007.t
desc = bp2_yearly.5007.desc
theme = love
left_portrait = {
character = root
animation = love
}
right_portrait = {
character = scope:foreign_hostage
animation = flirtation
}
artifact = {
target = scope:child_artifact
position = lower_center_portrait
}
immediate = {
#play_music_cue = "mx_cue_touching_moment"
if = {
limit = {
any_character_artifact = {
artifact_slot_type = miscellaneous
artifact_can_be_gift_to_trigger = { RECIPIENT = scope:foreign_hostage }
}
}
random_character_artifact = {
limit = {
artifact_slot_type = miscellaneous
artifact_can_be_gift_to_trigger = { RECIPIENT = scope:foreign_hostage }
}
save_scope_as = child_artifact
}
}
}
#Give them a toy
option = {
name = bp2_yearly.5007.a
trigger = {
exists = scope:child_artifact
is_ai = no #So you don't have it popping up randomly for human recipients
}
scope:child_artifact = {
set_owner = {
target = scope:foreign_hostage
history = {
location = root.location
actor = root
recipient = scope:foreign_hostage
type = given
}
}
}
reverse_add_opinion = {
target = scope:foreign_hostage
modifier = grateful_opinion
opinion = 30
}
stress_impact = {
generous = miniscule_stress_impact_loss
charming = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_sociability = 1
}
}
}
#Be happy
option = {
name = bp2_yearly.5007.b
add_stress = medium_stress_loss #Relief!
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_greed = 1
}
}
}
}
# Crush doesn't reciprocate
bp2_yearly.5008 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5008.t
desc = bp2_yearly.5008.desc
theme = love
left_portrait = {
character = root
animation = grief
}
right_portrait = {
character = scope:foreign_hostage
animation = dismissal
}
immediate = {
#play_music_cue = "mx_cue_negative"
}
#Maybe they'll come round?
option = {
name = bp2_yearly.5008.a
add_character_modifier = {
modifier = holding_torch_modifier
years = 5
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_sociability = 1
}
}
}
#I'll move on
option = {
name = bp2_yearly.5008.b
remove_relation_crush = scope:foreign_hostage
add_stress = medium_stress_gain
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_greed = 1
}
}
}
}
##################################################
# You promise?
# by Nick Meredith
# #5009
##################################################
# Your mutual crush offers to marry you when you're both of age
bp2_yearly.5009 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5009.t
desc = bp2_yearly.5009.desc
theme = love
left_portrait = {
character = root
animation = flirtation_left
}
right_portrait = {
character = scope:marry_crush
animation = love
}
cooldown = { years = 10 } #Theoretically can happen with multiple crushes
trigger = {
#DLC check
has_bp2_dlc_trigger = yes
#You are a child
is_adult = no
#But you're at least old enough to do the whole awkward teenage falling in love thing
age >= 12
#Someone has a crush on you
any_courtier_or_guest = {
has_relation_crush = root
is_imprisoned = no
is_close_family_of_root_trigger = no
is_ai = yes
is_adult = no
age >= 12
allowed_to_marry_character_gender_trigger = { CHARACTER = root }
save_temporary_scope_as = crush_to_marry
}
#And it's mutual
has_relation_crush = scope:crush_to_marry
#And you could theoretically marry them
could_marry_character_trigger = { CHARACTER = scope:crush_to_marry }
}
immediate = {
random_courtier_or_guest = {
limit = {
has_relation_crush = root
is_imprisoned = no
is_close_family_of_root_trigger = no
is_ai = yes
is_adult = no
age >= 12
allowed_to_marry_character_gender_trigger = { CHARACTER = root }
}
save_scope_as = marry_crush
}
}
#Agree
option = {
name = bp2_yearly.5009.a
add_character_modifier = {
modifier = besotted_modifier
years = 5
}
reverse_add_opinion = {
target = scope:marry_crush
modifier = pleased_opinion
opinion = 15
}
scope:marry_crush = {
add_character_flag = marry_crush_flag
add_character_modifier = {
modifier = besotted_modifier
years = 5
}
}
create_character_memory = {
type = pledged_marriage
participants = {
potential_spouse = scope:marry_crush
}
}
stress_impact = {
content = miniscule_stress_impact_loss
trusting = miniscule_stress_impact_loss
ambitious = medium_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = paranoid
has_trait = ambitious
}
}
}
}
#Refuse
option = {
name = bp2_yearly.5009.b
reverse_add_opinion = {
target = scope:marry_crush
modifier = disappointed_opinion
opinion = -35
}
stress_impact = {
content = medium_stress_impact_gain
trusting = minor_stress_impact_gain
ambitious = miniscule_stress_impact_loss
paranoid = miniscule_stress_impact_loss
}
ai_chance = {
base = 10
}
}
}
##################################################
# I promised!
# by Nick Meredith
# #5010-14
##################################################
#Actor
bp2_yearly.5010 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5010.t
desc = bp2_yearly.5010.desc
theme = love
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:marry_crush
animation = happiness
}
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp2_dlc_trigger = yes
#Age and marital status checks
is_available_adult = yes
can_marry_trigger = yes
#You had someone who was a mutual crush with you
any_courtier_or_guest = {
has_character_flag = marry_crush_flag
is_available_adult = yes
is_married = no
can_marry_trigger = yes
could_marry_character_trigger = { CHARACTER = root }
save_temporary_scope_as = crush_to_marry
}
#You remember pledging marriage
any_memory = {
memory_type = pledged_marriage
memory_participant:potential_spouse = {
location = root.location
}
}
}
immediate = {
random_courtier_or_guest = {
limit = {
has_character_flag = marry_crush_flag
is_available_adult = yes
is_married = no
can_marry_trigger = yes
}
save_scope_as = marry_crush
}
}
#How about it?
option = {
name = bp2_yearly.5010.a
flavor = bp2_yearly.5010.a.flavor
custom_tooltip = bp2_yearly.5010.a.tt
save_scope_as = root_crush #For use later in the chain
scope:marry_crush = {
trigger_event = {
id = bp2_yearly.5011
days = { 1 2 }
}
}
stress_impact = {
patient = minor_stress_impact_gain
content = miniscule_stress_impact_loss
impatient = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 1
}
}
}
#What fanciful dreams we had as children, eh?
option = {
name = bp2_yearly.5010.b
add_character_modifier = {
modifier = reminiscing_modifier
years = 5
}
if = { #To ensure it doesn't acquire randomly for players
limit = {
scope:marry_crush = {
is_ai = yes
}
}
scope:marry_crush = {
add_character_modifier = {
modifier = reminiscing_modifier
years = 5
}
}
}
stress_impact = {
shy = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
chaste = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
lustful = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_sociability = -0.5
}
}
}
}
# Crush response
bp2_yearly.5011 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5011.t
desc = bp2_yearly.5011.desc
theme = love
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:root_crush
animation = flirtation
}
#Accept
option = {
name = bp2_yearly.5011.a
if = { #Resolve for non-AIs
limit = {
is_ai = no
}
marry = scope:root_crush
}
reverse_add_opinion = {
target = scope:root_crush
modifier = love_opinion
opinion = 40
}
if = { #Continue chain if AI
limit = {
is_ai = yes
}
scope:root_crush = {
trigger_event = {
id = bp2_yearly.5012
days = { 1 2 }
}
}
}
stress_impact = {
shy = minor_stress_impact_gain
lazy = minor_stress_impact_gain
chaste = medium_stress_impact_gain
diligent = miniscule_stress_impact_loss
lustful = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 1
}
}
}
#Decline
option = {
name = bp2_yearly.5011.b
reverse_add_opinion = {
target = scope:root_crush
modifier = disappointed_opinion
opinion = -30
}
scope:root_crush = {
trigger_event = {
id = bp2_yearly.5013
days = { 2 3 }
}
}
stress_impact = {
shy = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
chaste = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
lustful = medium_stress_impact_gain
gregarious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_sociability = -1
}
}
}
}
# They agree
bp2_yearly.5012 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5012.t
desc = bp2_yearly.5012.desc
theme = love
left_portrait = {
character = root
animation = love
}
right_portrait = {
character = scope:marry_crush
animation = love
}
immediate = {
#play_music_cue = "mx_cue_touching_moment"
}
#Hooray!
option = {
name = bp2_yearly.5012.a
marry = scope:marry_crush
if = {
limit = {
NOT = {
has_relation_lover = scope:marry_crush
}
}
set_relation_lover = { reason = lover_history target = scope:marry_crush }
}
reverse_add_opinion = {
target = scope:marry_crush
modifier = love_opinion
opinion = 30
}
stress_impact = {
base = minor_stress_impact_loss
stubborn = miniscule_stress_impact_loss
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_sociability = 1
}
}
}
#On second thoughts...
option = {
name = bp2_yearly.5012.b
progress_towards_rival_effect = {
REASON = rival_childhood_marriage_vow
CHARACTER = scope:marry_crush
OPINION = -40
}
stress_impact = {
stubborn = medium_stress_impact_gain
fickle = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -0.5
ai_sociability = -1
}
}
}
}
# They disagree
bp2_yearly.5013 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5013.t
desc = bp2_yearly.5013.desc
theme = love
left_portrait = {
character = root
animation = grief
}
right_portrait = {
character = scope:marry_crush
animation = dismissal
}
immediate = {
#play_music_cue = "mx_cue_negative"
}
#Well this sucks
option = {
name = bp2_yearly.5013.a
add_character_modifier = {
modifier = delayed_heartbreak_modifier
years = 5
}
stress_impact = {
base = minor_stress_impact_gain
chaste = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
lustful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -0.5
ai_sociability = -0.5
}
}
}
}
### ###### #### FLAVOUR EVENTS ### ##### ### ##
## ### # __..--''``---....___ _..._ __ ### ##
### ##_.-' .-#"; ` ``<._ ``.''_ `. # ## #
###_.-' _..--.'_ \ `( ) ) ## ##
# (_..-' ## (< _ ;_..__ ; `' # ###
# ## ## ## `-._,_)' ## # ``--...____..-' ### # ##
# ##### #### ## #### ## ###### ### #### ## #####
scripted_trigger bp2_yearly_5050_language_teacher_trigger = {
is_available = yes
location = root.location
age > 18
root = {
NOT = { knows_language_of_culture = prev.culture }
}
}
# You learn a language off a guest or courtier
bp2_yearly.5050 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5050.t
desc = bp2_yearly.5050.desc
theme = friendly
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:polyglot
animation = happy_teacher
}
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp2_dlc_trigger = yes
#Standard checks
is_available_child = yes
age >= 6 #Old enough to read
#There is parent, or a guest, or a courtier, or a councillor, or a hostage who knows a language that aint yours
OR = {
any_warden_hostage = {
is_hostage_of = root
bp2_yearly_5050_language_teacher_trigger = yes
}
any_parent = {
bp2_yearly_5050_language_teacher_trigger = yes
}
any_councillor = {
bp2_yearly_5050_language_teacher_trigger = yes
}
any_courtier_or_guest = {
bp2_yearly_5050_language_teacher_trigger = yes
}
}
}
immediate = {
if = {
limit = {
any_warden_hostage = {
is_hostage_of = root
bp2_yearly_5050_language_teacher_trigger = yes
}
}
random_warden_hostage = {
limit = {
is_hostage_of = root
bp2_yearly_5050_language_teacher_trigger = yes
}
save_scope_as = polyglot
}
}
else_if = {
limit = {
any_councillor = {
bp2_yearly_5050_language_teacher_trigger = yes
}
}
random_councillor = {
limit = {
bp2_yearly_5050_language_teacher_trigger = yes
}
save_scope_as = polyglot
}
}
else_if = {
limit = {
any_parent = {
bp2_yearly_5050_language_teacher_trigger = yes
}
}
random_parent = {
limit = {
bp2_yearly_5050_language_teacher_trigger = yes
}
save_scope_as = polyglot
}
}
else = {
random_courtier_or_guest = {
limit = {
bp2_yearly_5050_language_teacher_trigger = yes
}
save_scope_as = polyglot
}
}
}
#You have already learnt more than one language, so you get a bonus to learning speed
option = {
name = bp2_yearly.5050.a
trigger = {
num_of_known_languages > 1
}
start_scheme = {
type = learn_language
target_character = scope:polyglot
}
custom_tooltip = diplomacy_family.2250.b.tt
hidden_effect = {
random_scheme = {
type = learn_language
limit = {
scheme_target_character = scope:polyglot
}
add_scheme_modifier = {
type = extra_success_chance_modifier
}
}
}
reverse_add_opinion = {
target = scope:polyglot
modifier = impressed_opinion
opinion = 35
}
stress_impact = {
diligent = minor_stress_impact_loss
ambitious = miniscule_stress_impact_loss
patient = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
content = miniscule_stress_impact_gain
impatient = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_rationality = 0.5
}
}
}
option = { #Try and learn it
name = bp2_yearly.5050.b
trigger = {
NOT = {
num_of_known_languages > 1
}
}
start_scheme = {
type = learn_language
target_character = scope:polyglot
}
reverse_add_opinion = {
target = scope:polyglot
modifier = pleased_opinion
opinion = 20
}
stress_impact = {
diligent = minor_stress_impact_loss
ambitious = miniscule_stress_impact_loss
patient = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
content = miniscule_stress_impact_gain
impatient = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_rationality = 0.5
}
}
}
option = { #Try gather some useful info
name = bp2_yearly.5050.c
add_learning_lifestyle_xp = minor_lifestyle_experience
stress_impact = {
diligent = minor_stress_impact_loss
ambitious = miniscule_stress_impact_loss
patient = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
content = miniscule_stress_impact_gain
impatient = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_rationality = -0.5
}
}
}
}
# Child interacts with baby sibling
bp2_yearly.5051 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5051.t
desc = bp2_yearly.5051.desc
theme = family
override_background = { reference = corridor_day }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:child
animation = peekaboo
}
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_child = {
age >= 10 #Old enough to hold a kid
age < 16 #Still studying - not an adult
is_available = yes
location = root.location
save_temporary_scope_as = kid
}
any_child = {
age <= 2 #bebe
is_available = yes
location = root.location
this != scope:kid
}
}
immediate = {
random_child = {
limit = {
age >= 10
age < 16
is_available = yes
location = root.location
}
save_scope_as = child
}
random_child = {
limit = {
age <= 2
is_available = yes
location = root.location
this != scope:child
}
save_scope_as = baby
}
}
# Encourage them to spend time with their sibling
option = {
name = bp2_yearly.5051.a
scope:child = {
add_character_modifier = {
modifier = bp2_tight_knit_modifier
years = 25
}
add_stress = minor_stress_loss
}
stress_impact = {
base = minor_stress_impact_loss
compassionate = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
callous = minor_stress_impact_gain
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_sociability = 1
}
}
}
# Get them to spend more time on their studies
option = {
name = bp2_yearly.5051.b
scope:child = {
add_learning_skill = 1
add_stress = minor_stress_gain
}
stress_impact = {
compassionate = minor_stress_impact_gain
lazy = minor_stress_impact_gain
callous = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_sociability = -1
}
}
}
}
# Child spends time with their grandparent
bp2_yearly.5052 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5052.t
desc = bp2_yearly.5052.desc
theme = family
override_background = {
trigger = { is_landless_adventurer = no }
reference = bp1_wine_cellar
}
override_background = {
trigger = { has_government = landless_adventurer_government }
reference = bp1_bonfire
}
left_portrait = {
character = scope:grandparent
animation = throne_room_conversation_1
}
right_portrait = {
character = scope:child
animation = eavesdrop
}
cooldown = {
years = 10
}
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_child = {
age > 3 #Old enough to listen to stories
is_adult = no #...but young enough to not be too enraptured
is_available = yes
location = root.location
}
any_parent = {
is_available = yes
location = root.location
}
}
immediate = {
random_child = {
limit = {
age > 3
is_adult = no
is_available = yes
location = root.location
}
weight = {
base = 1
modifier = {
add = 100
is_primary_heir_of = root
}
}
save_scope_as = child
}
random_parent = {
limit = {
is_available = yes
location = root.location
}
save_scope_as = grandparent
}
}
# Barge in and start telling _your_ stories
option = {
name = bp2_yearly.5052.a
trigger = {
has_trait = arrogant
}
add_character_modifier = {
modifier = bp2_one_upper_modifier
years = 10
}
reverse_add_opinion = {
target = scope:grandparent
modifier = annoyed_opinion
opinion = -30
}
stress_impact = {
base = medium_stress_impact_loss
gregarious = miniscule_stress_impact_loss
shy = medium_stress_impact_gain
callous = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_sociability = 1
}
}
}
# Join and listen in
option = {
name = bp2_yearly.5052.b
scope:child = {
random = {
chance = 50
add_learning_skill = 1
}
}
add_character_modifier = {
modifier = bp2_listened_elders_modifier
years = 15
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
shy = minor_stress_impact_gain
callous = minor_stress_impact_gain
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_sociability = 1
}
}
}
# Leave them to it
option = {
name = bp2_yearly.5052.c
scope:child = {
random_list = {
1 = {
add_diplomacy_skill = 1
}
1 = {
add_martial_skill = 1
}
1 = {
add_stewardship_skill = 1
}
1 = {
add_intrigue_skill = 1
}
1 = {
add_learning_skill = 1
}
}
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
shy = miniscule_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = -1
}
}
}
}
# Host's child gets jealous of ward
bp2_yearly.5053 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5053.t
desc = bp2_yearly.5053.desc
theme = family
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:angry_kid
animation = anger
}
lower_center_portrait = {
character = scope:ward
}
cooldown = { years = 20 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_child = {
age > 9
is_available = yes
location = root.location
save_temporary_scope_as = angry_kid_temp
}
any_warden_hostage = {
NOR = {
culture = root.culture
culture = scope:angry_kid_temp.culture
}
age > 8
is_hostage_of = root
is_available = yes
location = root.location
}
}
immediate = {
random_child = {
limit = {
age > 9
is_available = yes
location = root.location
}
save_scope_as = angry_kid
}
random_warden_hostage = {
limit = {
NOR = {
culture = root.culture
culture = scope:angry_kid.culture
}
age > 8
is_hostage_of = root
is_available = yes
location = root.location
}
save_scope_as = ward
}
}
# You know me, kiddo, I'd never do that!
option = {
name = bp2_yearly.5053.a
trigger = {
has_trait = family_first
}
add_diplomacy_skill = 1
scope:angry_kid = {
add_character_modifier = {
modifier = bp2_trusted_parent_modifier
years = 15
}
}
reverse_add_opinion = {
target = scope:angry_kid
modifier = relieved_opinion
opinion = 45
}
stress_impact = {
base = medium_stress_impact_loss
honest = miniscule_stress_impact_loss
deceitful = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_rationality = 0.5
}
}
}
# Try to convince them
option = {
name = bp2_yearly.5053.b
trigger = {
NOT = {
has_trait = family_first
}
}
duel = {
skill = diplomacy
value = decent_skill_rating
50 = { #You succeed
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5053.b.success
send_interface_toast = {
title = bp2_yearly.5053.b.success
left_icon = root
right_icon = scope:angry_kid
add_diplomacy_skill = 1
scope:angry_kid = {
add_character_modifier = {
modifier = bp2_trusted_parent_modifier
years = 15
}
}
reverse_add_opinion = {
target = scope:angry_kid
modifier = relieved_opinion
opinion = 25
}
}
}
50 = { #You fail
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5053.b.failure
send_interface_toast = {
title = bp2_yearly.5053.b.failure
left_icon = root
right_icon = scope:angry_kid
add_character_modifier = {
modifier = bp2_foreign_influences_modifier
years = 15
}
reverse_add_opinion = {
target = scope:angry_kid
modifier = suspicious_opinion
opinion = -35
}
}
}
}
stress_impact = {
patient = miniscule_stress_impact_loss
impatient = minor_stress_impact_gain
just = miniscule_stress_impact_loss
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_sociability = 0.5
}
}
}
# Hostage is more of a child to me than you ever have been!
option = {
name = bp2_yearly.5053.c
add_character_modifier = {
modifier = bp2_culturally_adventurous_modifier
years = 15
}
scope:angry_kid = {
add_character_modifier = {
modifier = bp2_parental_heartbreak_modifier
years = 25
}
}
reverse_add_opinion = {
target = scope:angry_kid
modifier = emotionally_devastated_opinion
opinion = -50
}
stress_impact = {
ambitious = minor_stress_impact_loss
content = medium_stress_impact_gain
sadistic = medium_stress_impact_loss
callous = minor_stress_impact_loss
compassionate = major_stress_impact_gain
just = medium_stress_impact_gain
arbitrary = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 0.5
ai_compassion = -1
}
}
}
}
# Hostage and child are becoming friends
bp2_yearly.5054 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5054.t
desc = bp2_yearly.5054.desc
theme = hostage
override_background = { reference = relaxing_room }
left_portrait = {
character = scope:child
animation = child_hobby_horse
}
right_portrait = {
character = scope:hostage
animation = clutching_ball
}
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
NOT = { #For loc purposes
has_trait = blind
}
any_child = {
age > 4
is_adult = no
is_available = yes
location = root.location
}
any_warden_hostage = {
age > 4
is_adult = no
is_hostage_of = root
is_available = yes
location = root.location
}
}
immediate = {
random_child = {
limit = {
age > 4
is_adult = no
is_available = yes
location = root.location
}
save_scope_as = child
}
random_warden_hostage = {
limit = {
age > 4
is_adult = no
is_hostage_of = root
is_available = yes
location = root.location
}
save_scope_as = hostage
}
}
# Encourage the friendship
option = {
name = bp2_yearly.5054.a
scope:child = {
random_list = {
1 = {
add_character_modifier = {
modifier = bp2_expanded_horizons_modifier
years = 20
}
}
1 = { add_learning_skill = 1 }
}
if = {
limit = {
can_set_relation_friend_trigger = { CHARACTER = scope:hostage }
}
set_relation_friend = { reason = friend_hostage_friendship target = scope:hostage }
}
}
stress_impact = {
gregarious = miniscule_stress_impact_loss
trusting = minor_stress_impact_loss
compassionate = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_sociability = 1
}
}
}
# Discourage the friendship
option = {
name = bp2_yearly.5054.b
scope:child = {
add_intrigue_skill = 1
add_stress = minor_stress_gain
reverse_add_opinion = {
target = scope:hostage
modifier = confused_opinion
opinion = -20
}
add_character_modifier = {
modifier = watchful_modifier
days = watchful_modifier_duration
}
}
reverse_add_opinion = {
target = scope:hostage
modifier = confused_opinion
opinion = -20
}
stress_impact = {
gregarious = minor_stress_impact_gain
trusting = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
paranoid = medium_stress_impact_loss
callous = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_sociability = -1
}
}
}
}
# Another child challenges you to a duel with wooden swords
bp2_yearly.5100 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5100.t
desc = bp2_yearly.5100.desc
theme = friendly
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = marshal_wooden_sword
}
right_portrait = {
character = scope:challenger
animation = wooden_sword_coup_degrace
}
cooldown = {
years = 4
}
trigger = {
has_bp2_dlc_trigger = yes
NOT = { #It'd be a bit mean honestly
has_trait = blind
}
age >= 6
is_available_child = yes
any_courtier_or_guest = {
age >= 6
age <= root.age_plus_5
age >= root.age_minus_5
is_available_child = yes
location = root.location
}
}
immediate = {
random_courtier_or_guest = {
limit = {
age >= 6
age <= root.age_plus_5
age >= root.age_minus_5
is_available_child = yes
location = root.location
}
weight = {
base = 1
modifier = {
add = 10
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
}
}
save_scope_as = challenger
}
}
# En garde!
option = {
name = bp2_yearly.5100.a
custom_tooltip = bp2_yearly.5100.a.tt
add_prowess_skill = 1
set_temporary_signature_weapon = { #to be able to use wooden sword animations in the SCE, then return to previous signature weapon
WEAPON_TYPE = wooden_sword
}
scope:challenger = {
set_temporary_signature_weapon = { #to be able to use wooden sword animations in the SCE, then return to previous signature weapon
WEAPON_TYPE = wooden_sword
}
}
configure_start_single_combat_effect = {
SC_INITIATOR = scope:challenger
SC_ATTACKER = scope:challenger
SC_DEFENDER = root
FATALITY = no
FIXED = no
LOCALE = courtyard
INVALIDATION_EVENT = single_combat.1006
OUTPUT_EVENT = single_combat.1006
}
stress_impact = {
brave = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
wrathful = miniscule_stress_impact_loss
calm = minor_stress_impact_gain
content = minor_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_boldness = 1
}
}
}
# Don't be foolish
option = {
name = bp2_yearly.5100.b
flavor = bp2_yearly.5100.b.tt
add_martial_skill = 1
reverse_add_opinion = {
target = scope:challenger
modifier = disappointed_opinion
opinion = -20
}
stress_impact = {
brave = medium_stress_impact_gain
ambitious = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
calm = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
craven = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_sociability = 1
}
}
}
}
# You and another child pretend to ride horses
bp2_yearly.5101 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5101.t
desc = bp2_yearly.5101.desc
theme = friendly
override_background = { reference = study }
left_portrait = {
character = root
animation = child_hobby_horse
}
right_portrait = {
character = scope:councillor
animation = stress
}
lower_center_portrait = {
character = scope:child
}
cooldown = {
years = 4
}
trigger = {
has_bp2_dlc_trigger = yes
age >= 5
age <= 15
is_available_child = yes
any_courtier_or_guest = {
age >= 5
age <= root.age_plus_5
age >= root.age_minus_5
is_available_child = yes
location = root.location
}
any_councillor = {
is_available = yes
location = root.location
}
}
immediate = {
random_courtier_or_guest = {
limit = {
age >= 5
age <= root.age_plus_5
age >= root.age_minus_5
is_available_child = yes
location = root.location
}
save_scope_as = child
}
random_councillor = {
limit = {
is_available = yes
location = root.location
}
save_scope_as = councillor
}
}
# How dare!
option = {
name = bp2_yearly.5101.a
trigger = {
OR = {
has_trait = arrogant
has_trait = stubborn
}
}
add_character_modifier = {
modifier = bp2_strong_willed_modifier
years = 10
}
reverse_add_opinion = {
target = scope:councillor
modifier = angry_opinion
opinion = -30
}
stress_impact = {
base = medium_stress_impact_loss
calm = minor_stress_impact_gain
humble = minor_stress_impact_gain
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
ai_sociability = -1
}
}
}
# I'll race you outside!
option = {
name = bp2_yearly.5101.b
random = {
chance = 50
add_intrigue_skill = 1
}
duel = {
skill = prowess
target = scope:child
50 = { #You win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5101.b.success
send_interface_toast = {
title = bp2_yearly.5101.b.success
left_icon = root
right_icon = scope:child
add_prowess_skill = 1
random = {
chance = 25
add_trait = athletic
}
}
}
50 = { #You lose
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5101.b.failure
send_interface_toast = {
title = bp2_yearly.5101.b.failure
left_icon = root
right_icon = scope:child
add_stress = minor_stress_gain
}
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
stubborn = miniscule_stress_impact_loss
content = minor_stress_impact_gain
humble = minor_stress_impact_gain
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_honor = 0.5
}
}
}
# Sorry, councillor, we'll be quiet
option = {
name = bp2_yearly.5101.c
random = {
chance = 50
add_diplomacy_skill = 1
}
reverse_add_opinion = {
target = scope:councillor
modifier = relieved_opinion
opinion = 25
}
stress_impact = {
ambitious = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
content = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
ai_sociability = 1
}
}
}
}
# You knock your sibling over by accident
bp2_yearly.5102 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5102.t
desc = bp2_yearly.5102.desc
theme = family
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:sibling
animation = crying
}
lower_center_portrait = {
character = scope:parent
}
trigger = {
has_bp2_dlc_trigger = yes
age >= 4
is_available_child = yes
any_sibling = {
age >= 4
age <= root.age_plus_5
age >= root.age_minus_5
is_available_child = yes
location = root.location
}
any_parent = {
is_alive = yes
is_available = yes
location = root.location
}
any_courtier = { }
}
immediate = {
random_sibling = {
limit = {
age >= 4
age <= root.age_plus_5
age >= root.age_minus_5
is_available_child = yes
location = root.location
}
save_scope_as = sibling
}
random_parent = {
limit = {
is_alive = yes
is_available = yes
location = root.location
}
save_scope_as = parent
}
reverse_add_opinion = {
target = scope:sibling
modifier = hurt_opinion
opinion = -10
}
}
# I'll... I'll buy you a toy!
option = {
name = bp2_yearly.5102.a
trigger = {
OR = {
has_trait = generous
has_trait = craven
has_trait = compassionate
}
}
remove_short_term_gold = tiny_gold_value
random_courtier = {
save_scope_as = inspiration_owner
}
scope:sibling = {
save_scope_as = statue_owner
create_artifact = {
name = tiny_sculpture_trinket_name
description = tiny_sculpture_trinket_description
type = miscellaneous
visuals = animal_figurine
modifier = artifact_dynasty_opinion_1_modifier
save_scope_as = newly_created_artifact
template = child_toy_template
}
}
scope:newly_created_artifact = {
set_owner = {
target = scope:sibling
history = {
location = root.location
actor = root
recipient = scope:sibling
type = given
}
}
}
stress_impact = {
generous = miniscule_stress_impact_loss
craven = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
brave = minor_stress_impact_gain
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_honor = 1
}
}
}
# No no don't tell mum!
option = {
name = bp2_yearly.5102.b
duel = {
skill = diplomacy
target = scope:sibling
50 = { #They agree not to tell mum
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5102.b.success
send_interface_toast = {
title = bp2_yearly.5102.b.success
left_icon = root
right_icon = scope:child
add_stress = minor_stress_loss
random = {
chance = 33
add_diplomacy_skill = 1
}
}
}
50 = { #You're in trouble now son!
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5102.b.failure
send_interface_toast = {
title = bp2_yearly.5102.b.failure
left_icon = root
right_icon = scope:child
add_stress = minor_stress_gain
reverse_add_opinion = {
target = scope:parent
modifier = angry_opinion
opinion = -15
}
}
}
}
stress_impact = {
trusting = miniscule_stress_impact_loss
patient = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
impatient = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.5
}
}
}
# Oh get over it!
option = {
name = bp2_yearly.5102.c
if = {
limit = {
NOT = {
number_of_personality_traits < childhood_personality_trait_gain_limit
has_trait = callous
}
}
add_trait = callous
}
reverse_add_opinion = {
target = scope:sibling
modifier = hurt_opinion
opinion = -25
}
reverse_add_opinion = {
target = scope:parent
modifier = angry_opinion
opinion = -15
}
stress_impact = {
callous = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
stubborn = miniscule_stress_impact_gain
compassionate = major_stress_impact_gain
fickle = minor_stress_impact_gain
craven = minor_stress_impact_gain
calm = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
}
}
}
}
# You are caught stealing sweets
bp2_yearly.5103 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5103.t
desc = bp2_yearly.5103.desc
theme = family
override_background = { reference = bp1_kitchen_western }
left_portrait = {
character = root
animation = crying
}
right_portrait = {
character = scope:parent
animation = go_to_your_room
}
cooldown = {
years = 5
}
trigger = {
has_bp2_dlc_trigger = yes
age >= 4
is_available_child = yes
OR = {
any_parent = {
is_alive = yes
is_available = yes
location = root.location
}
any_relation = {
type = guardian
is_alive = yes
is_available = yes
location = root.location
}
}
}
immediate = {
save_scope_as = child
if = {
limit = {
any_parent = {
is_alive = yes
is_available = yes
location = root.location
}
}
random_parent = {
limit = {
is_alive = yes
is_available = yes
location = root.location
}
save_scope_as = parent
}
}
else = {
random_relation = {
type = guardian
limit = {
is_alive = yes
is_available = yes
location = root.location
}
save_scope_as = parent
}
}
}
# I will be king/queen! Treat me with respect!
option = {
name = bp2_yearly.5103.a
trigger = {
OR = {
has_trait = arrogant
has_trait = arbitrary
has_trait = stubborn
}
}
add_character_modifier = {
modifier = bp2_sweet_treat_modifier
years = 5
}
reverse_add_opinion = {
target = scope:parent
modifier = angry_opinion
opinion = -35
}
stress_impact = {
base = medium_stress_impact_loss
arrogant = miniscule_stress_impact_loss
greedy = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
humble = minor_stress_impact_gain
just = minor_stress_impact_gain
fickle = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
ai_honor = 0.5
}
}
}
# Try and make a run for it with the treat
option = {
name = bp2_yearly.5103.b
duel = {
skill = prowess
target = scope:parent
50 = { #You get away
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5103.b.success
send_interface_toast = {
title = bp2_yearly.5103.b.success
left_icon = root
right_icon = scope:parent
add_stress = miniscule_stress_loss
add_character_modifier = {
modifier = bp2_sweet_treat_modifier
years = 5
}
}
}
50 = { #They catch you
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5103.b.failure
send_interface_toast = {
title = bp2_yearly.5103.b.failure
left_icon = root
right_icon = scope:parent
add_stress = minor_stress_gain
random = {
chance = 25
increase_wounds_no_death_effect = { REASON = beaten }
}
}
}
}
reverse_add_opinion = {
target = scope:parent
modifier = angry_opinion
opinion = -20
}
stress_impact = {
greedy = minor_stress_impact_loss
deceitful = miniscule_stress_impact_loss
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -0.5
ai_energy = 1
}
}
}
# I'm sorry!
option = {
name = bp2_yearly.5103.c
random = {
chance = 50
add_diplomacy_skill = 1
}
reverse_add_opinion = {
target = scope:parent
modifier = disappointed_opinion
opinion = -5
}
stress_impact = {
greedy = medium_stress_impact_gain
deceitful = medium_stress_impact_gain
arbitrary = minor_stress_impact_gain
honest = miniscule_stress_impact_loss
just = miniscule_stress_impact_loss
temperate = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
}
}
}
}
# You find a lonely kid and ask them to play
bp2_yearly.5104 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5104.t
desc = bp2_yearly.5104.desc
theme = friendly
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = clutching_toy
}
right_portrait = {
character = scope:child
animation = boredom
}
cooldown = {
years = 3
}
trigger = {
has_bp2_dlc_trigger = yes
age >= 4
age <= 14
is_available_child = yes
NOR = {
has_trait = callous
has_trait = sadistic
}
any_courtier_or_guest = {
is_alive = yes
location = root.location
is_available_child = yes
age >= 4
NOR = {
has_trait = gregarious
any_relation = { type = friend }
}
can_set_relation_friend_trigger = { CHARACTER = root }
}
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
has_trait = pensive
}
modifier = {
add = 5
OR = {
has_trait = wheezing
has_trait = depressed
has_trait = hunchbacked
has_trait = spindly
has_trait = bleeder
has_trait = physique_bad
has_trait = weak
has_trait = one_legged
has_trait = one_eyed
has_trait = reclusive
}
}
}
immediate = {
random_courtier_or_guest = {
limit = {
is_alive = yes
is_available_child = yes
location = root.location
age >= 4
NOR = {
has_trait = gregarious
any_relation = { type = friend }
}
can_set_relation_friend_trigger = { CHARACTER = root }
}
weight = {
base = 1
modifier = {
add = 1
has_trait = pensive
}
modifier = {
add = 10
OR = {
has_trait = wheezing
has_trait = depressed
has_trait = hunchbacked
has_trait = spindly
has_trait = bleeder
has_trait = physique_bad
has_trait = weak
has_trait = one_legged
has_trait = one_eyed
has_trait = reclusive
}
}
}
save_scope_as = child
}
}
# Sit with them
option = {
name = bp2_yearly.5104.a
trigger = {
OR = {
has_trait = compassionate
has_trait = calm
has_trait = pensive
}
}
add_diplomacy_skill = 1
set_relation_friend = {
reason = friend_sat_together
target = scope:child
}
add_character_modifier = {
modifier = bp2_empathetic_modifier
years = 15
}
stress_impact = {
base = medium_stress_impact_loss
humble = miniscule_stress_impact_loss
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
ai_sociability = 1
}
}
}
# Invite them to play
option = {
name = bp2_yearly.5104.b
duel = {
skill = diplomacy
value = medium_skill_rating
50 = { #They join in
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5104.b.success
send_interface_toast = {
title = bp2_yearly.5104.b.success
left_icon = root
right_icon = scope:child
progress_towards_friend_effect = {
REASON = friend_invited_to_play
CHARACTER = scope:child
OPINION = default_friend_opinion
}
}
}
50 = { #They turn you down
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5104.b.failure
send_interface_toast = {
title = bp2_yearly.5104.b.failure
left_icon = root
right_icon = scope:child
}
}
}
stress_impact = {
stubborn = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
impatient = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
fickle = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
# Leave them to it
option = {
name = bp2_yearly.5104.c
flavor = bp2_yearly.5104.c.tt
stress_impact = {
base = miniscule_stress_impact_loss
stubborn = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
impatient = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
arbitrary = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = -0.5
}
}
}
}
# You and another friend have a pretend joust
bp2_yearly.5105 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5105.t
desc = bp2_yearly.5105.desc
theme = friendly
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = clutching_toy
}
right_portrait = {
character = scope:child
animation = child_hobby_horse
}
cooldown = {
years = 4
}
trigger = {
has_bp2_dlc_trigger = yes
age >= 7
age <= 15
is_available_child = yes
any_courtier_or_guest = {
is_available_child = yes
location = root.location
age >= 7
age <= 15
}
}
weight_multiplier = {
base = 1
modifier = {
add = 1
culture = { has_cultural_parameter = can_host_joust_contests }
}
modifier = {
add = 1
any_courtier_or_guest = {
is_available_child = yes
location = root.location
culture = { has_cultural_parameter = can_host_joust_contests }
age >= 7
age <= 15
}
}
}
immediate = {
play_music_cue = "mx_cue_war_declared"
random_courtier_or_guest = {
limit = {
culture = { has_cultural_parameter = can_host_joust_contests }
is_alive = yes
is_available_child = yes
location = root.location
age >= 7
age <= 15
}
alternative_limit = {
is_alive = yes
is_available_child = yes
location = root.location
age >= 7
age <= 15
}
weight = {
base = 1
modifier = {
add = 10
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
}
}
save_scope_as = child
}
}
# Let's 'ave it then
option = {
name = bp2_yearly.5105.a
flavor = bp2_yearly.5105.a.tt
set_variable = {
name = joust_win_tally
value = 0
}
scope:child = {
set_variable = {
name = joust_win_tally
value = 0
}
}
duel = {
skill = prowess
target = scope:child
50 = { #You win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5105.a.success
send_interface_toast = {
title = bp2_yearly.5105.a.success
left_icon = root
right_icon = scope:child
add_stress = miniscule_stress_loss
change_variable = {
name = joust_win_tally
add = 1
}
random = {
chance = 10
scope:child = {
increase_wounds_no_death_effect = { REASON = wounds }
}
}
trigger_event = {
id = bp2_yearly.5106
}
}
}
50 = { #You lose
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5105.a.failure
send_interface_toast = {
title = bp2_yearly.5105.a.failure
left_icon = root
right_icon = scope:child
add_stress = miniscule_stress_gain
scope:child = {
change_variable = {
name = joust_win_tally
add = 1
}
}
random = {
chance = 10
increase_wounds_no_death_effect = { REASON = wounds }
}
trigger_event = {
id = bp2_yearly.5106
}
}
}
}
stress_impact = {
brave = minor_stress_impact_loss
ambitious = miniscule_stress_impact_loss
sadistic = miniscule_stress_impact_loss
craven = minor_stress_impact_gain
content = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_sociability = 0.5
}
}
}
# Don't be silly
option = {
name = bp2_yearly.5105.b
reverse_add_opinion = {
target = scope:child
modifier = disappointed_opinion
opinion = -15
}
stress_impact = {
stubborn = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
impatient = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
fickle = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
}
# Second round of the joust
bp2_yearly.5106 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5106.t
desc = {
triggered_desc = {
trigger = {
var:joust_win_tally > 0
}
desc = bp2_yearly.5106.desc.winning
}
triggered_desc = {
trigger = {
NOT = {
var:joust_win_tally > 0
}
}
desc = bp2_yearly.5106.desc.losing
}
desc = bp2_yearly.5106.ending
}
theme = friendly
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = child_hobby_horse
}
right_portrait = {
character = scope:child
animation = child_hobby_horse
}
# Round two, fight!
option = {
name = bp2_yearly.5106.a
flavor = bp2_yearly.5106.a.tt
duel = {
skills = { martial prowess }
target = scope:child
50 = { #You win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5106.a.success
send_interface_toast = {
title = bp2_yearly.5106.a.success
left_icon = root
right_icon = scope:child
add_stress = miniscule_stress_loss
change_variable = {
name = joust_win_tally
add = 1
}
random = {
chance = 10
scope:child = {
increase_wounds_no_death_effect = { REASON = wounds }
}
}
add_character_flag = won_second_round
if = {
limit = {
var:joust_win_tally > 1
}
trigger_event = bp2_yearly.5108
}
else = {
trigger_event = bp2_yearly.5107
}
}
}
50 = { #You lose
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5106.a.failure
send_interface_toast = {
title = bp2_yearly.5106.a.failure
left_icon = root
right_icon = scope:child
add_stress = miniscule_stress_gain
scope:child = {
change_variable = {
name = joust_win_tally
add = 1
}
}
random = {
chance = 10
increase_wounds_no_death_effect = { REASON = wounds }
}
if = {
limit = {
scope:child = {
var:joust_win_tally > 1
}
}
trigger_event = bp2_yearly.5108
}
else = {
trigger_event = bp2_yearly.5107
}
}
}
}
stress_impact = {
stubborn = miniscule_stress_impact_loss
brave = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
craven = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
# Can we stop now?
option = {
name = bp2_yearly.5106.b
if = {
limit = {
NOT = {
number_of_personality_traits < childhood_personality_trait_gain_limit
has_trait = craven
}
}
random = {
chance = 10
add_trait = craven
}
}
reverse_add_opinion = {
target = scope:child
modifier = disappointed_opinion
opinion = -25
}
stress_impact = {
stubborn = minor_stress_impact_gain
brave = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
craven = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
}
# Third round of the joust
bp2_yearly.5107 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5107.t
desc = {
triggered_desc = {
trigger = {
has_character_flag = won_second_round
}
desc = bp2_yearly.5107.desc.winning
}
triggered_desc = {
trigger = {
NOT = {
has_character_flag = won_second_round
}
}
desc = bp2_yearly.5107.desc.losing
}
desc = bp2_yearly.5107.ending
}
theme = friendly
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = child_hobby_horse
}
right_portrait = {
character = scope:child
animation = child_hobby_horse
}
# Final round, fight!
option = {
name = bp2_yearly.5107.a
duel = {
skills = { intrigue prowess }
target = scope:child
50 = { #You win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5107.a.success
send_interface_toast = {
title = bp2_yearly.5107.a.success
left_icon = root
right_icon = scope:child
add_stress = miniscule_stress_loss
change_variable = {
name = joust_win_tally
add = 1
}
}
}
50 = { #You lose
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5107.a.failure
send_interface_toast = {
title = bp2_yearly.5107.a.failure
left_icon = root
right_icon = scope:child
add_stress = miniscule_stress_gain
scope:child = {
change_variable = {
name = joust_win_tally
add = 1
}
}
}
}
}
stress_impact = {
stubborn = miniscule_stress_impact_loss
brave = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
craven = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
# All right, we both have one win...
option = {
name = bp2_yearly.5107.b
send_interface_toast = {
title = bp2_yearly.5107.b.tt
left_icon = scope:child
random_list = {
1 = {
desc = bp2_yearly.5107.b.tt_success
add_prowess_skill = 1
}
1 = {
desc = bp2_yearly.5107.b.tt_fail
custom_tooltip = bp2_yearly.5107.b_tt_fail
}
}
}
reverse_add_opinion = {
target = scope:child
modifier = disappointed_opinion
opinion = -40
}
stress_impact = {
stubborn = minor_stress_impact_gain
brave = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
craven = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
after = {
trigger_event = bp2_yearly.5108
}
}
# Joust resolution
bp2_yearly.5108 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5108.t
desc = {
triggered_desc = {
trigger = {
var:joust_win_tally > 1
}
desc = bp2_yearly.5108.desc.winning
}
triggered_desc = {
trigger = {
NOT = {
var:joust_win_tally > 1
}
}
desc = bp2_yearly.5108.desc.losing
}
}
theme = friendly
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
triggered_animation = {
trigger = { var:joust_win_tally = 2 }
animation = throne_room_cheer_2
}
triggered_animation = {
trigger = {
NOT = { var:joust_win_tally = 2 }
}
animation = crying
}
}
right_portrait = {
character = scope:child
triggered_animation = {
trigger = {
NOT = { var:joust_win_tally = 2 }
}
animation = crying
}
triggered_animation = {
trigger = { var:joust_win_tally = 2 }
animation = throne_room_cheer_2
}
}
immediate = {
if = {
limit = {
var:joust_win_tally = 2
}
add_character_modifier = {
modifier = bp2_joust_prodigy_modifier
years = 15
}
}
else = {
scope:child = {
add_character_modifier = {
modifier = bp2_joust_prodigy_modifier
years = 15
}
}
}
}
# Don't worry, I'm sure you'll get better!
option = {
name = bp2_yearly.5108.a
trigger = {
var:joust_win_tally = 2
}
progress_towards_friend_effect = {
REASON = friend_joust_niceties
CHARACTER = scope:child
OPINION = 25
}
stress_impact = {
base = miniscule_stress_impact_loss
compassionate = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
sadistic = minor_stress_impact_gain
callous = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
# Hah! In your FACE!
option = {
name = bp2_yearly.5108.b
trigger = {
var:joust_win_tally = 2
}
progress_towards_rival_effect = {
REASON = rival_joust_antagonised
CHARACTER = scope:child
OPINION = -25
}
stress_impact = {
base = miniscule_stress_impact_loss
compassionate = minor_stress_impact_gain
content = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
sadistic = miniscule_stress_impact_loss
callous = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
}
}
}
# Gracious in defeat
option = {
name = bp2_yearly.5108.c
trigger = {
NOT = {
var:joust_win_tally = 2
}
}
scope:child = {
progress_towards_friend_effect = {
REASON = friend_joust_niceties
CHARACTER = root
OPINION = 25
}
}
stress_impact = {
compassionate = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
sadistic = minor_stress_impact_gain
callous = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
# Screw you, I'll get you next time!
option = {
name = bp2_yearly.5108.d
trigger = {
NOT = {
var:joust_win_tally = 2
}
}
scope:child = {
progress_towards_rival_effect = {
REASON = rival_joust_antagonised
CHARACTER = root
OPINION = -25
}
}
stress_impact = {
compassionate = minor_stress_impact_gain
content = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
sadistic = miniscule_stress_impact_loss
callous = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = -1
}
}
}
after = {
scope:child = {
remove_variable = joust_win_tally
}
remove_character_flag = won_second_round
remove_variable = joust_win_tally
}
}
# You comfort a sad kid
bp2_yearly.5109 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.5109.t
desc = {
desc = bp2_yearly.5109.desc
first_valid = {
triggered_desc = {
trigger = {
scope:parent = {
is_parent_of = root
}
}
desc = bp2_yearly.5109.desc_sibling
}
desc = bp2_yearly.5109.desc_unrelated
}
}
theme = friendly
override_background = { reference = bp2_courtyard }
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:child
animation = crying
}
lower_center_portrait = {
character = scope:parent
}
cooldown = {
years = 4
}
trigger = {
has_bp2_dlc_trigger = yes
age >= 4
is_available_child = yes
any_courtier_or_guest = {
is_alive = yes
is_available_child = yes
location = root.location
age >= 4
age <= 16
any_parent = {
is_alive = no
even_if_dead = yes
}
can_set_relation_friend_trigger = { CHARACTER = root }
}
}
immediate = {
random_courtier_or_guest = {
limit = {
is_alive = yes
is_available_child = yes
location = root.location
age >= 4
age <= 16
any_parent = {
is_alive = no
even_if_dead = yes
}
can_set_relation_friend_trigger = { CHARACTER = root }
}
save_scope_as = child
}
scope:child = {
random_parent = {
even_if_dead = yes
limit = {
is_alive = no
}
save_scope_as = parent
}
}
}
# Comfort them with religion
option = {
name = bp2_yearly.5109.a
trigger = {
AND = {
OR = {
faith.religion = { #Use Abrahamics for an afterlife
is_in_family = rf_abrahamic
}
religion = religion:zoroastrianism_religion #Or Zoroastrianism
}
OR = { #Either you or they are Zealous
has_trait = zealous
scope:child = {
has_trait = zealous
}
}
}
}
add_learning_skill = 1
progress_towards_friend_effect = {
REASON = friend_religious_comfort
CHARACTER = scope:child
OPINION = default_friend_opinion
}
add_character_modifier = {
modifier = bp2_afterlife_citer_modifier
years = 20
}
stress_impact = {
base = minor_stress_impact_loss
zealous = minor_stress_impact_loss
cynical = major_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = sadistic
has_trait = callous
has_trait = cynical
}
}
}
# Comfort them with words
option = {
name = bp2_yearly.5109.b
duel = {
skill = diplomacy
target = scope:child
50 = { #They feel better
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.5109.b.success
send_interface_toast = {
title = bp2_yearly.5109.b.success
left_icon = root
right_icon = scope:child
add_stress = miniscule_stress_loss
add_diplomacy_skill = 1
progress_towards_friend_effect = {
REASON = friend_comforting_words
CHARACTER = scope:child
OPINION = default_friend_opinion
}
}
}
50 = { #They are inconsolable
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp2_yearly.5109.b.failure
send_interface_toast = {
title = bp2_yearly.5109.b.failure
left_icon = root
right_icon = scope:child
add_stress = medium_stress_gain
}
}
}
stress_impact = {
calm = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
patient = miniscule_stress_impact_loss
impatient = minor_stress_impact_gain
shy = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -0.5
ai_compassion = 1
}
}
}
# Leave
option = {
name = bp2_yearly.5109.c
flavor = bp2_yearly.5109.c.tt
add_character_modifier = {
modifier = bp2_numbed_to_death_modifier
years = 10
}
stress_impact = {
base = miniscule_stress_impact_gain
callous = minor_stress_impact_loss
sadistic = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
compassionate = minor_stress_impact_gain
diligent = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = -1
}
}
}
}