N3OW/events/dlc/bp2/bp2_yearly_7.txt
2026-05-23 20:45:31 -04:00

6050 lines
127 KiB
Text

namespace = bp2_yearly
##################################################
# Wet Nurse Events
# by Arkadiusz Majewski
# 7000 Wet Nurse is sick and can pass it down to a child
# 7001 Spouse is jealous about a Wet Nurse
# 7002 Turns out your relationship is incestous, due to having the same Wet Nurse
# 7003 Wet Nurse informs you about first words of your child
# 7004 Wet Nurse informs you about first steps of your child
# 7005 Wet Nurse informs you about first fallen teeth of your child
# 7006 Wet Nurse informs you about first fallen teeth of your child
# 7007 Hidden event to kick off either positive (7009, 7011) or negative (7008, 7010) paths
# 7008 Neglected child reflects on neglecting parent
# 7009 Cared child reflects on caring parent
# 7010 Neglected child demands something from you
# 7011 Cared child gives you something
# 7012 Child complains about fired Wet Nurse they liked
# 7013 Child grieves over dead Wet Nurse they liked
# 7014 Child and Wet Nurse connect over same faith/culture
#
# Rites of Passage - events outcomes for the decision bp2_decision.0002
# 7021 duel
# 7022 Duel outcome
# 7023 scarification
# 7024 seclusion
# 7025 seclusion on arrival
# 7026 hair shaving
# 7027 cleansing with water
# 7028 cleansing with fire
# 7029 Completed rite memory follow up event - other tribal child does the rite, you can encourage them or let them back out
#
##################################################
scripted_effect contract_disease_from_wet_nurse_effect = {
if = {
limit = {
scope:wet_nurse ?= { has_trait = bubonic_plague }
can_contract_disease_trigger = { DISEASE = bubonic_plague }
}
contract_disease_effect = { DISEASE = bubonic_plague TREATMENT_EVENT = yes }
}
else_if = {
limit = {
scope:wet_nurse ?= { has_trait = smallpox }
can_contract_disease_trigger = { DISEASE = smallpox }
}
contract_disease_effect = { DISEASE = smallpox TREATMENT_EVENT = yes }
}
else_if = {
limit = {
scope:wet_nurse ?= { has_trait = typhus }
can_contract_disease_trigger = { DISEASE = typhus }
}
contract_disease_effect = { DISEASE = typhus TREATMENT_EVENT = yes }
}
else_if = {
limit = {
scope:wet_nurse ?= { has_trait = pneumonic }
can_contract_disease_trigger = { DISEASE = pneumonic }
}
contract_disease_effect = { DISEASE = pneumonic TREATMENT_EVENT = yes }
}
else_if = {
limit = {
scope:wet_nurse ?= { has_trait = ill }
can_contract_disease_trigger = { DISEASE = ill }
}
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
}
else = {
add_character_modifier = {
modifier = malnourished_modifier
years = 5
}
}
}
bp2_yearly.7000 = { #Wet Nurse is sick and can pass it down to a child
type = character_event
content_source = dlc_009
title = bp2_yearly.7000.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:nursed_child ?= root}
desc = bp2_yearly.7000.desc_child_liege
}
desc = bp2_yearly.7000.desc
}
}
theme = family
override_background = {
reference = bp2_nursery
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
age < 12
}
animation = crying
}
triggered_animation = {
trigger = {
age >= 12
}
animation = worry
}
}
right_portrait = {
character = scope:wet_nurse
triggered_animation = {
trigger = {
root = { age < 12 }
}
animation = sadness
}
triggered_animation = {
trigger = {
root = { age >= 12 }
}
animation = crying
}
}
lower_right_portrait = {
trigger = { NOT = { scope:nursed_child ?= root } }
character = scope:nursed_child
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
any_court_position_holder ?= {
type = wet_nurse_court_position
save_temporary_scope_as = wet_nurse_temp
}
scope:wet_nurse_temp = {
OR = {
health < 3
has_short_disease_trigger = yes
has_serious_disease_trigger = yes
}
}
OR = {
AND = {
is_available_adult = yes
any_child ?= {
has_relation_wet_nurse = scope:wet_nurse_temp
is_ai = yes
is_landed = no
is_adult = no
location = scope:wet_nurse_temp.location
}
}
AND = {
age >= 3
is_available_child = yes
is_landed = yes
has_relation_wet_nurse = scope:wet_nurse_temp
location = scope:wet_nurse_temp.location
}
}
}
immediate = {
random_court_position_holder = {
type = wet_nurse_court_position
save_scope_as = wet_nurse
}
if = {
limit = {
is_available_adult = yes
}
random_child = {
limit = {
has_relation_wet_nurse = scope:wet_nurse
is_ai = yes
is_landed = no
is_adult = no
location = scope:wet_nurse.location
}
save_scope_as = nursed_child
}
}
else = {
save_scope_as = nursed_child
}
save_court_physician_as_effect = { SCOPE_NAME = court_physician }
if = {
limit = { scope:wet_nurse = { has_short_disease_trigger = yes} }
scope:wet_nurse = {
set_worst_disease_effect = yes
save_scope_as = sick_character
}
}
}
# Can't be your fault, you are a good nurse
option = {
name = bp2_yearly.7000.a
flavor = bp2_yearly.7000.a.tt
random_list = {
15 = {
show_chance = no
desc = bp2_yearly.7000.ill
send_interface_toast = {
title = bp2_yearly.7000.a.tt
left_icon = root
right_icon = scope:nursed_child
scope:nursed_child = {
contract_disease_from_wet_nurse_effect = yes
}
}
}
75 = {
show_chance = no
desc = bp2_yearly.7000.healthy
send_interface_toast = {
title = bp2_yearly.7000.a.tt
left_icon = root
right_icon = scope:nursed_child
custom_tooltip = bp2_yearly.7000.healthy.tt
}
}
}
scope:wet_nurse = {
add_character_modifier = {
modifier = safe_disease_treatment_success_high_modifier
days = disease_treatment_short_duration
}
}
remove_short_term_gold = minor_gold_value
stress_impact = {
compassionate = medium_stress_impact_loss
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = wrathful
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
# I'm disappointed and gonna fire you
option = {
name = bp2_yearly.7000.b
revoke_court_position = {
recipient = scope:wet_nurse
court_position = wet_nurse_court_position
}
random_list = {
10 = {
show_chance = no
desc = bp2_yearly.7000.ill
send_interface_toast = {
title = bp2_yearly.7000.b.tt
left_icon = root
right_icon = scope:nursed_child
scope:nursed_child = {
contract_disease_from_wet_nurse_effect = yes
}
}
}
90 = {
show_chance = no
desc = bp2_yearly.7000.healthy
send_interface_toast = {
title = bp2_yearly.7000.b.tt
left_icon = root
right_icon = scope:nursed_child
custom_tooltip = bp2_yearly.7000.healthy.tt
}
}
}
stress_impact = {
wrathful = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
has_trait = compassionate
add = -10
}
}
}
# I'm mad and gonna throw you in prison
option = {
name = {
trigger = { is_adult = no }
text = bp2_yearly.7000.c_child_liege
}
name = {
trigger = { is_adult = yes }
text = bp2_yearly.7000.c
}
rightfully_imprison_character_effect = {
TARGET = scope:wet_nurse
IMPRISONER = root
}
random_list = {
5 = {
show_chance = no
desc = bp2_yearly.7000.ill
send_interface_toast = {
title = bp2_yearly.7000.b.tt
left_icon = root
right_icon = scope:nursed_child
scope:nursed_child = {
contract_disease_from_wet_nurse_effect = yes
}
}
}
95 = {
show_chance = no
desc = bp2_yearly.7000.healthy
send_interface_toast = {
title = bp2_yearly.7000.b.tt
left_icon = root
right_icon = scope:nursed_child
custom_tooltip = bp2_yearly.7000.healthy.tt
}
}
}
stress_impact = {
wrathful = medium_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 5
modifier = {
has_trait = wrathful
add = 10
}
modifier = {
has_trait = compassionate
add = -5
}
}
}
}
bp2_yearly.7001 = { #Spouse is jealous about a Wet Nurse
type = character_event
content_source = dlc_009
title = bp2_yearly.7001.t
desc = {
desc = bp2_yearly.7001.desc
first_valid = {
triggered_desc = {
trigger = { has_relation_lover = scope:wet_nurse }
desc = bp2_yearly.7001.desc_lover
}
desc = bp2_yearly.7001.desc_no_lover
}
}
theme = family
override_background = {
reference = bp2_nursery
}
left_portrait = {
character = root
animation = dismissal
}
right_portrait = {
character = scope:jealous_spouse
animation = go_to_your_room
}
lower_right_portrait = scope:wet_nurse
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_court_position_holder ?= {
type = wet_nurse_court_position
OR = {
has_trait = beauty_good
has_trait = physique_good
has_trait = strong
has_trait = loyal
has_trait = lustful
}
save_temporary_scope_as = wet_nurse_temp
}
is_attracted_to_gender_of = scope:wet_nurse_temp
any_spouse ?= {
is_available_ai_adult = yes
NOT = {
this = scope:wet_nurse_temp
any_known_secret = {
secret_owner = root
AND = {
secret_type = secret_lover
secret_target = scope:wet_nurse_temp
}
}
}
OR = {
has_trait = fickle
has_trait = vengeful
has_trait = wrathful
has_trait = arbitrary
has_trait = paranoid
}
}
}
immediate = {
random_court_position_holder = {
type = wet_nurse_court_position
save_scope_as = wet_nurse
}
random_spouse ?= {
limit = {
is_available_ai_adult = yes
NOT = {
any_known_secret = {
secret_owner = root
AND = {
secret_type = secret_lover
secret_target = scope:wet_nurse_temp
}
}
}
OR = {
has_trait = fickle
has_trait = vengeful
has_trait = wrathful
has_trait = arbitrary
has_trait = paranoid
root = {
any_secret = {
secret_type = secret_lover
secret_target = scope:wet_nurse
}
}
}
}
save_scope_as = jealous_spouse
}
if = {
limit = {
any_secret = {
type = secret_lover
secret_target = scope:wet_nurse
NOT = {
any_secret_knower = { THIS = scope:jealous_spouse }
}
}
}
random_secret = {
type = secret_lover
limit = {
secret_target = scope:wet_nurse
NOT = {
any_secret_knower = { THIS = scope:jealous_spouse }
}
}
save_scope_as = wet_nurse_secret_lover
}
}
}
option = { #try to convince your spouse it's not a big deal, although she is right
name = bp2_yearly.7001.a
trigger = {
exists = scope:wet_nurse_secret_lover
}
reason = scope:wet_nurse_secret_lover
custom_tooltip = bp2_yearly.7001.a.tt
duel = {
skill = intrigue
target = scope:jealous_spouse
# you comfort your spouse
65 = {
desc = bp2_yearly.7001.b.spouse_convinced
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
reverse_add_opinion = {
target = scope:jealous_spouse
modifier = relieved_opinion
opinion = 10
}
reverse_add_opinion = {
target = scope:wet_nurse
modifier = protected_me_opinion
opinion = 10
}
}
# your spouse is right about your affair
35 = {
desc = bp2_yearly.7001.b.spouse_not_convinced
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
scope:wet_nurse_secret_lover = {
reveal_to = scope:jealous_spouse
}
}
}
stress_impact = {
compassionate = medium_stress_impact_loss
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = wrathful
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
option = { #try to convince your spouse it's not a big deal, because it isn't or she already knows
name = bp2_yearly.7001.b
trigger = {
NOT = { exists = scope:wet_nurse_secret_lover }
}
duel = {
skill = diplomacy
target = scope:jealous_spouse
# you comfort your spouse
65 = {
desc = bp2_yearly.7001.b.spouse_convinced
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
modifier = { #you are a known liar
factor = 0
OR = {
any_secret = {
type = secret_lover
secret_target != scope:jealous_spouse
any_secret_knower = { THIS = scope:jealous_spouse }
}
has_trait = adulterer
}
}
reverse_add_opinion = {
target = scope:jealous_spouse
modifier = relieved_opinion
opinion = 10
}
}
35 = {
trigger = {
NOR = {
any_secret = {
type = secret_lover
secret_target != scope:jealous_spouse
any_secret_knower = { THIS = scope:jealous_spouse }
}
has_trait = adulterer
}
}
desc = bp2_yearly.7001.b.spouse_not_convinced
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
reverse_add_opinion = {
target = scope:jealous_spouse
modifier = cheater_opinion
opinion = -30
}
}
# you're a known liar
100 = {
trigger = {
OR = {
any_secret = {
type = secret_lover
secret_target != scope:jealous_spouse
any_secret_knower = { THIS = scope:jealous_spouse }
}
has_trait = adulterer
}
}
desc = bp2_yearly.7001.tt
reverse_add_opinion = {
target = scope:jealous_spouse
modifier = cheater_opinion
opinion = -30
}
}
}
stress_impact = {
compassionate = medium_stress_impact_loss
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = wrathful
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
# Get rid of the problem, fire the nurse
option = {
name = bp2_yearly.7001.c
revoke_court_position = {
recipient = scope:wet_nurse
court_position = wet_nurse_court_position
}
reverse_add_opinion = {
target = scope:jealous_spouse
modifier = pleased_opinion
opinion = 30
}
stress_impact = {
wrathful = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
has_trait = compassionate
add = -10
}
}
}
}
bp2_yearly.7002 = { #Turns out your relationship is incestous, due to having the same Wet Nurse
type = character_event
content_source = dlc_009
title = bp2_yearly.7002.t
desc = bp2_yearly.7002.desc
theme = family
override_background = {
reference = relaxing_room
}
left_portrait = {
character = root
animation = shock
}
right_portrait = {
character = scope:court_chaplain
animation = worry
}
lower_left_portrait = scope:spouse
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
faith = {
OR = {
has_doctrine = doctrine_consanguinity_restricted
has_doctrine = doctrine_consanguinity_cousins
}
}
any_spouse ?= {
is_ai = yes
NOT = { is_close_family_of = root }
has_same_wet_nurse_trigger = {
SCOPE = this
OTHER_SCOPE = root
}
save_temporary_scope_as = spouse_temp
}
OR = {
cp:councillor_court_chaplain ?= {
NOT = { has_character_flag = had_bp2_yearly_7002 }
is_available_ai_adult = yes
}
any_courtier_or_guest = {
is_clergy = yes
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 4
faith.religion ?= religion:islam_religion
}
modifier = {
add = 4
scope:court_chaplain ?= {
OR = {
opinion = {
target = root
value <= -50
}
opinion = {
target = scope:spouse_temp
value <= -50
}
OR = {
has_relation_rival = root
has_relation_nemesis = root
}
OR = {
has_relation_rival = scope:spouse_temp
has_relation_nemesis = scope:spouse_temp
}
}
}
}
}
immediate = {
random_spouse ?= {
limit = {
is_ai = yes
NOT = { is_close_family_of = root }
has_same_wet_nurse_trigger = {
SCOPE = this
OTHER_SCOPE = root
}
}
save_scope_as = spouse
}
if = {
limit = { exists = cp:councillor_court_chaplain }
cp:councillor_court_chaplain = { save_scope_as = court_chaplain }
}
else = {
ordered_courtier_or_guest = {
limit = { is_clergy = yes }
order_by = ai_zeal
save_scope_as = court_chaplain
}
}
}
option = { #I guess it's incest?
name = bp2_yearly.7002.a
scope:spouse = {
add_secret = {
type = secret_incest
}
}
reverse_add_opinion = {
target = scope:spouse
modifier = love_opinion
opinion = 25
}
add_secret = {
type = secret_incest
target = scope:spouse
}
progress_towards_rival_effect = {
REASON = rival_accused_of_perversion
CHARACTER = scope:court_chaplain
OPINION = default_rival_opinion
}
random_secret = {
type = secret_incest
reveal_to_without_events_effect = {
CHARACTER = scope:court_chaplain
}
}
create_character_memory = {
type = incestous_marriage_wet_nurse
participants = {
spouse = scope:spouse
}
}
stress_impact = {
compassionate = medium_stress_impact_loss
cynical = minor_stress_impact_loss
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
has_trait = zealous
add = -10
}
modifier = {
OR = {
has_trait = compassionate
has_trait = cynical
}
add = 10
}
}
}
option = { #divorce them
name = bp2_yearly.7002.b
divorce_effect = {
DIVORCER = root
DIVORCEE = scope:spouse
}
reverse_add_opinion = {
target = scope:court_chaplain
modifier = took_my_advice_opinion
opinion = 25
}
create_character_memory = {
type = incestous_divorce_wet_nurse
participants = {
spouse = scope:spouse
}
}
stress_impact = {
zealous = medium_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = zealous
add = 10
}
modifier = {
OR = {
has_relation_lover = scope:spouse
has_relation_soulmate = scope:spouse
}
factor = 0
}
}
}
option = { #pay them off
name = bp2_yearly.7002.c
pay_short_term_gold = {
target = scope:court_chaplain
gold = minor_gold_value
}
reverse_add_opinion = {
target = scope:spouse
modifier = love_opinion
opinion = 10
}
reverse_add_opinion = {
target = scope:court_chaplain
modifier = pleased_opinion
opinion = 10
}
create_character_memory = {
type = incestous_marriage_wet_nurse
participants = {
spouse = scope:spouse
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
has_trait = greedy
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
after = {
scope:court_chaplain = {
add_character_flag = had_bp2_yearly_7002
}
}
}
scripted_effect parental_neglect_effect = {
if = {
limit = {
$RESENTING$ = {
has_relation_nemesis = $RESENTED$
}
}
send_interface_toast = {
title = bp2_yearly.parental_neglect_effect
left_icon = $RESENTING$
right_icon = $RESENTED$
add_opinion = {
target = $RESENTED$
modifier = hate_opinion
opinion = -50
}
}
}
else_if = {
limit = {
$RESENTING$ = {
has_relation_rival = $RESENTED$
}
}
$RESENTING$ = {
set_relation_nemesis = {
target = $RESENTED$
reason = rival_parent_neglect
}
}
}
else_if = {
limit = {
$RESENTING$ = {
has_relation_potential_rival = $RESENTED$
}
}
$RESENTING$ = {
set_relation_rival = {
target = $RESENTED$
reason = rival_parent_neglect
}
}
}
else = {
random = {
chance = 20
$RESENTING$ = {
set_relation_potential_rival = {
target = $RESENTED$
reason = rival_parent_neglect
}
}
}
}
}
bp2_yearly.7003 = { #Wet Nurse informs you about first words of your child
type = character_event
content_source = dlc_009
title = bp2_yearly.7003.t
desc = {
desc = bp2_yearly.7003.desc
first_valid = {
triggered_desc = {
trigger = { scope:first_word = flag:motto}
desc = bp2_yearly.7003.desc_motto
}
triggered_desc = {
trigger = { scope:first_word = flag:house}
desc = bp2_yearly.7003.desc_house
}
triggered_desc = {
trigger = { scope:first_word = flag:military}
desc = bp2_yearly.7003.desc_military
}
triggered_desc = {
trigger = { scope:first_word = flag:gold}
desc = bp2_yearly.7003.desc_gold
}
triggered_desc = {
trigger = { scope:first_word = flag:secret}
desc = bp2_yearly.7003.desc_secret
}
triggered_desc = {
trigger = { scope:first_word = flag:faith}
desc = bp2_yearly.7003.desc_faith
}
triggered_desc = {
trigger = { scope:first_word = flag:gibberish root = {is_male = yes}}
desc = bp2_yearly.7003.desc_father
}
triggered_desc = {
trigger = { scope:first_word = flag:gibberish root = {is_female = yes}}
desc = bp2_yearly.7003.desc_mother
}
}
}
theme = family
override_background = { reference = bp2_nursery }
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:nursed_child
animation = clutching_toy
}
lower_right_portrait = scope:wet_nurse
cooldown = { years = 12 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_court_position_holder ?= {
type = wet_nurse_court_position
is_available_adult = yes
location = root.location
}
any_courtier = {
age < 5
child_not_infant_trigger = yes
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 50
any_child = {
OR = {
this = root.player_heir
NOT = {
any_sibling = {
age > prev.age
}
}
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
}
immediate = {
random_court_position_holder ?= {
type = wet_nurse_court_position
save_scope_as = wet_nurse
}
random_courtier = {
limit = {
age < 5
child_not_infant_trigger = yes
this = root.player_heir
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
alternative_limit = {
age < 5
child_not_infant_trigger = yes
NOT = {
any_sibling = {
age > prev.age
}
}
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
age < 5
child_not_infant_trigger = yes
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
age < 5
child_not_infant_trigger = yes
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
weight = {
base = 1
modifier = {
add = 50
OR = {
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
save_scope_as = nursed_child
}
scope:nursed_child = {
random_list = {
0 = {
modifier = {
add = 10
highest_skill = diplomacy
}
save_scope_value_as = {
name = first_word
value = flag:house
}
}
0 = {
modifier = {
add = 10
OR = {
highest_skill_including_prowess = prowess
highest_skill_including_prowess = martial
}
}
save_scope_value_as = {
name = first_word
value = flag:military
}
}
0 = {
modifier = {
add = 10
highest_skill = stewardship
}
save_scope_value_as = {
name = first_word
value = flag:gold
}
}
0 = {
modifier = {
add = 10
highest_skill = intrigue
}
save_scope_value_as = {
name = first_word
value = flag:secret
}
}
0 = {
modifier = {
add = 10
highest_skill = learning
}
save_scope_value_as = {
name = first_word
value = flag:faith
}
}
5 = {
save_scope_value_as = {
name = first_word
value = flag:gibberish
}
}
0 = {
modifier = {
add = 100
has_trait = intellect_good
}
save_scope_value_as = {
name = first_word
value = flag:motto
}
}
}
set_variable = {
name = nursed_child_parent_var
value = root
}
}
}
option = { #This is lovely!
name = bp2_yearly.7003.a
switch = {
trigger = scope:first_word
flag:house = {
add_prestige = miniscule_prestige_gain
}
flag:military = {
add_prestige = miniscule_prestige_gain
}
flag:gold = {
add_gold = 1
}
flag:secret = {
add_prestige = miniscule_prestige_gain
}
flag:faith = {
add_piety = miniscule_piety_gain
}
flag:gibberish = {
add_piety = miniscule_piety_gain
}
flag:motto = {
dynasty = {
add_dynasty_prestige = miniscule_dynasty_prestige_gain
}
}
}
scope:nursed_child = {
add_to_variable_list = {
name = praise_reason
target = flag:word
}
}
reverse_add_opinion = {
target = scope:nursed_child
modifier = grateful_child
}
stress_impact = {
compassionate = medium_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = ambitious
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
option = { #What else they can?
name = bp2_yearly.7003.b
flavor = bp2_yearly.7003.b.tt
scope:nursed_child = {
add_stress = 50
switch = {
trigger = scope:first_word
flag:house = {
add_diplomacy_skill = 1
}
flag:military = {
add_martial_skill = 1
}
flag:gold = {
add_stewardship_skill = 1
}
flag:secret = {
add_intrigue_skill = 1
}
flag:faith = {
add_learning_skill = 1
}
flag:gibberish = {
add_learning_skill = 1
}
flag:motto = {
add_trait = eccentric
}
}
add_to_variable_list = {
name = praise_reason
target = flag:word
}
}
stress_impact = {
ambitious = medium_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
content = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = content
add = -10
}
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = ambitious
add = 10
}
}
}
option = { #I don't really care
name = bp2_yearly.7003.c
parental_neglect_effect = {
RESENTING = scope:nursed_child
RESENTED = root
}
scope:nursed_child = {
add_to_variable_list = {
name = neglect_reason
target = flag:word
}
}
stress_impact = {
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = impatient
add = 10
}
}
}
}
bp2_yearly.7004 = { #Wet Nurse informs you about first steps of your child
type = character_event
content_source = dlc_009
title = bp2_yearly.7004.t
desc = bp2_yearly.7004.desc
theme = family
override_background = { reference = bp2_nursery }
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:nursed_child
animation = throne_room_bow_2
}
lower_right_portrait = scope:wet_nurse
cooldown = { years = 12 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_court_position_holder ?= {
type = wet_nurse_court_position
is_available_adult = yes
location = root.location
}
any_courtier = {
age < 5
child_not_infant_trigger = yes
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 50
any_child = {
OR = {
this = root.player_heir
NOT = {
any_sibling = {
age > prev.age
}
}
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
}
immediate = {
random_court_position_holder = {
type = wet_nurse_court_position
save_scope_as = wet_nurse
}
random_courtier = {
limit = {
age < 5
child_not_infant_trigger = yes
this = root.player_heir
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
alternative_limit = {
age < 5
child_not_infant_trigger = yes
NOT = {
any_sibling = {
age > prev.age
}
}
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
age < 5
child_not_infant_trigger = yes
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
age < 5
child_not_infant_trigger = yes
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
weight = {
base = 1
modifier = {
add = 50
OR = {
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
save_scope_as = nursed_child
}
scope:nursed_child = {
set_variable = {
name = nursed_child_parent_var
value = root
}
}
}
option = { #This is lovely!
name = bp2_yearly.7004.a
add_prestige = miniscule_prestige_gain
reverse_add_opinion = {
target = scope:nursed_child
modifier = grateful_child
}
scope:nursed_child = {
add_to_variable_list = {
name = praise_reason
target = flag:step
}
}
stress_impact = {
compassionate = medium_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = ambitious
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
option = { #What else they can?
name = bp2_yearly.7004.b
flavor = bp2_yearly.7004.b.tt
scope:nursed_child = {
add_stress = 50
add_prowess_skill = 1
add_to_variable_list = {
name = praise_reason
target = flag:step
}
}
stress_impact = {
ambitious = medium_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = content
add = -10
}
modifier = {
has_trait = ambitious
add = 10
}
}
}
option = { #I don't really care
name = bp2_yearly.7004.c
parental_neglect_effect = {
RESENTING = scope:nursed_child
RESENTED = root
}
scope:nursed_child = {
add_to_variable_list = {
name = neglect_reason
target = flag:step
}
}
stress_impact = {
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = impatient
add = 10
}
}
}
}
bp2_yearly.7005 = { #Wet Nurse informs you about first fallen teeth of your child
type = character_event
content_source = dlc_009
title = bp2_yearly.7005.t
desc = bp2_yearly.7005.desc
theme = family
override_background = { reference = bp2_nursery }
left_portrait = {
character = root
animation = admiration
}
right_portrait = {
character = scope:nursed_child
animation = throne_room_cheer_2
}
lower_right_portrait = scope:wet_nurse
cooldown = { years = 12 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_court_position_holder ?= {
type = wet_nurse_court_position
is_available_adult = yes
location = root.location
}
any_courtier = {
child_not_infant_trigger = yes
age <= 8
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 50
any_child = {
OR = {
this = root.player_heir
NOT = {
any_sibling = {
age > prev.age
}
}
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
}
immediate = {
random_court_position_holder ?= {
type = wet_nurse_court_position
save_scope_as = wet_nurse
}
random_courtier = {
limit = {
child_not_teen_trigger = yes
this = root.player_heir
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
alternative_limit = {
child_not_teen_trigger = yes
NOT = {
any_sibling = {
age > prev.age
}
}
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
child_not_teen_trigger = yes
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
child_not_teen_trigger = yes
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
weight = {
base = 1
modifier = {
add = 50
OR = {
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
save_scope_as = nursed_child
}
hidden_effect = {
scope:nursed_child = {
create_artifact = {
name = child_teeth_memorabilia
description = child_teeth_memorabilia_desc
type = miscellaneous
visuals = pocket_pouch
modifier = artifact_child_opinion_2_modifier
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = child_teeth
}
set_variable = {
name = nursed_child_parent_var
value = root
}
}
scope:child_teeth = {
flag_as_trash_artifact = yes
}
}
}
option = { #This is lovely!
name = bp2_yearly.7005.a
add_prestige = miniscule_prestige_gain
scope:child_teeth = {
set_owner = scope:nursed_child
}
scope:nursed_child = {
add_to_variable_list = {
name = praise_reason
target = flag:tooth
}
}
reverse_add_opinion = {
target = scope:nursed_child
modifier = grateful_child
}
stress_impact = {
compassionate = medium_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = ambitious
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
option = { #I'll give you some coins
name = bp2_yearly.7005.b
pay_short_term_gold = {
target = scope:nursed_child
gold = tiny_gold_value
}
scope:child_teeth = {
set_owner = root
}
reverse_add_opinion = {
target = scope:nursed_child
modifier = grateful_child
}
scope:nursed_child = {
add_to_variable_list = {
name = praise_reason
target = flag:tooth
}
}
stress_impact = {
ambitious = medium_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = content
add = -10
}
modifier = {
has_trait = ambitious
add = 10
}
}
}
option = { #I don't really care
name = bp2_yearly.7005.c
parental_neglect_effect = {
RESENTING = scope:nursed_child
RESENTED = root
}
scope:child_teeth = {
set_owner = scope:wet_nurse
}
scope:nursed_child = {
add_to_variable_list = {
name = neglect_reason
target = flag:tooth
}
}
stress_impact = {
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = impatient
add = 10
}
}
}
}
bp2_yearly.7006 = { #Wet Nurse informs you about first independent dress up of your child
type = character_event
content_source = dlc_009
title = bp2_yearly.7006.t
desc = bp2_yearly.7006.desc
theme = family
override_background = { reference = bp2_nursery }
left_portrait = {
character = root
outfit_tags = { nightgown }
animation = laugh
}
right_portrait = {
character = scope:nursed_child
outfit_tags = { travel_cloak }
animation = manic
}
lower_right_portrait = scope:wet_nurse
cooldown = { years = 12 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_court_position_holder ?= {
type = wet_nurse_court_position
is_available_adult = yes
location = root.location
}
any_courtier = {
child_not_infant_trigger = yes
age <= 10
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 50
any_child = {
OR = {
this = root.player_heir
NOT = {
any_sibling = {
age > prev.age
}
}
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
}
immediate = {
random_court_position_holder ?= {
type = wet_nurse_court_position
save_scope_as = wet_nurse
}
random_courtier = {
limit = {
child_not_teen_trigger = yes
this = root.player_heir
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
alternative_limit = {
child_not_teen_trigger = yes
NOT = {
any_sibling = {
age > prev.age
}
}
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
child_not_teen_trigger = yes
is_available_ai = yes
location = root.location
is_child_of = root
}
alternative_limit = {
child_not_teen_trigger = yes
is_available_ai = yes
location = root.location
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
weight = {
base = 1
modifier = {
add = 50
OR = {
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
save_scope_as = nursed_child
}
scope:nursed_child = {
set_variable = {
name = nursed_child_parent_var
value = root
}
}
}
option = { #This is lovely!
name = bp2_yearly.7006.a
add_prestige = miniscule_prestige_gain
reverse_add_opinion = {
target = scope:nursed_child
modifier = grateful_child
}
scope:nursed_child = {
add_to_variable_list = {
name = praise_reason
target = flag:dress
}
}
stress_impact = {
compassionate = medium_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = ambitious
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
option = { #I'll give you a nickname, negative
name = bp2_yearly.7006.b
scope:nursed_child = {
if = {
limit = {
OR = {
has_any_nickname = no
has_bad_nickname = yes
}
}
give_nickname = nick_prince_of_fashion
}
add_to_variable_list = {
name = neglect_reason
target = flag:dress
}
}
reverse_add_opinion = {
target = scope:nursed_child
modifier = grateful_child
}
stress_impact = {
ambitious = medium_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
content = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = content
add = -10
}
modifier = {
OR = {
has_trait = ambitious
has_trait = callous
has_trait = sadistic
}
add = 10
}
}
}
option = { #I don't really care
name = bp2_yearly.7005.c
parental_neglect_effect = {
RESENTING = scope:nursed_child
RESENTED = root
}
scope:nursed_child = {
add_to_variable_list = {
name = neglect_reason
target = flag:dress
}
}
stress_impact = {
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = impatient
add = 10
}
}
}
}
bp2_yearly.7007 = { #Hidden event to kick off either positive (7009, 7011) or negative (7008, 7010) paths
hidden = yes
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
OR = {
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
any_parent = {
is_alive = yes
}
}
on_trigger_fail = {
if = {
limit = {
OR = {
has_variable = nursed_child_parent_var
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
clear_variable_list = neglect_reason
clear_variable_list = praise_reason
remove_variable = nursed_child_parent_var
}
}
immediate = {
save_scope_as = nursed_child
if = {
limit = {
any_parent = {
is_alive = yes
scope:nursed_child.var:nursed_child_parent_var ?= this
}
}
random_parent = {
limit = {
is_alive = yes
scope:nursed_child.var:nursed_child_parent_var ?= this
}
save_scope_as = reflecting_parent
}
}
else = {
random_parent = {
limit = {
is_alive = yes
}
save_scope_as = reflecting_parent
}
}
if = {
limit = {
scope:nursed_child = {
has_variable_list = neglect_reason
}
}
scope:nursed_child = {
trigger_event = bp2_yearly.7008
}
}
else = {
scope:nursed_child = {
trigger_event = bp2_yearly.7009
}
}
}
}
scripted_effect take_parent_title_effect = {
create_title_and_vassal_change = {
type = granted
save_scope_as = title_change
add_claim_on_loss = no
}
scope:parent_title = {
change_title_holder = {
holder = scope:nursed_child
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
}
bp2_yearly.7008 = { #Neglected child reflects on neglecting parent
type = character_event
content_source = dlc_009
title = bp2_yearly.7008.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
desc = bp2_yearly.7008.desc
}
desc = bp2_yearly.7008.desc_dead_parent
}
triggered_desc = {
trigger = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:word
}
}
desc = bp2_yearly.7008.desc_word
}
triggered_desc = {
trigger = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:step
}
}
desc = bp2_yearly.7008.desc_step
}
triggered_desc = {
trigger = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:tooth
}
}
desc = bp2_yearly.7008.desc_tooth
}
triggered_desc = {
trigger = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:dress
}
}
desc = bp2_yearly.7008.desc_dress
}
desc = bp2_yearly.7008.desc_end
}
theme = family
override_background = {
reference = courtyard
}
left_portrait = {
character = scope:nursed_child
animation = anger
}
right_portrait = {
character = scope:reflecting_parent
animation = schadenfreude
}
lower_right_portrait = {
trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
character = scope:nursed_child.var:nursed_child_parent_var
}
immediate = {
scope:reflecting_parent = {
if = {
limit = {
any_held_title = {
count > 1
title_tier = county
is_landless_type_title = no
}
}
random_held_title = {
title_tier = county
limit = {
is_landless_type_title = no
}
save_scope_as = parent_title
}
}
}
}
option = { #I want your titles
name = bp2_yearly.7008.a
custom_tooltip = bp2_yearly.7008.tt
trigger = { exists = scope:parent_title }
show_as_tooltip = {
random_list = {
1 = {
show_chance = no
desc = bp2_yearly.7008.a.tt_good
take_parent_title_effect = yes
}
1 = {
show_chance = no
desc = bp2_yearly.7008.a.tt_bad
scope:nursed_child = {
add_hook = {
target = scope:reflecting_parent
type = loyalty_hook
}
}
}
}
}
scope:reflecting_parent = {
save_scope_value_as = {
name = child_request
value = flag:title
}
trigger_event = bp2_yearly.7010
}
stress_impact = {
ambitious = medium_stress_impact_gain
content = medium_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
has_trait = ambitious
add = 10
}
modifier = {
has_trait = compassionate
add = -10
}
}
}
option = { #I want gold
name = bp2_yearly.7008.b
custom_tooltip = bp2_yearly.7008.tt
show_as_tooltip = {
random_list = {
1 = {
show_chance = no
desc = bp2_yearly.7008.a.tt_good
scope:reflecting_parent = {
pay_short_term_gold = {
target = scope:nursed_child
gold = massive_gold_value
}
}
}
1 = {
show_chance = no
desc = bp2_yearly.7008.a.tt_bad
scope:nursed_child = {
add_hook = {
target = scope:reflecting_parent
type = loyalty_hook
}
}
}
}
}
scope:reflecting_parent = {
save_scope_value_as = {
name = child_request
value = flag:gold
}
trigger_event = bp2_yearly.7010
}
stress_impact = {
greedy = medium_stress_impact_loss
generous = medium_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
has_trait = generous
add = -10
}
modifier = {
has_trait = greedy
add = 10
}
}
}
option = { #I hate you!
name = {
trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
text = bp2_yearly.7008.c
}
name = {
trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
text = bp2_yearly.7008.c_dead_parent
}
custom_tooltip = bp2_yearly.7008.tt
trigger = {
OR = {
has_trait = vengeful
has_trait = ambitious
has_trait = arrogant
has_trait = callous
has_trait = impatient
has_trait = stubborn
has_trait = wrathful
}
}
show_as_tooltip = {
random_list = {
1 = {
show_chance = no
desc = bp2_yearly.7008.a.tt_good
parental_neglect_effect = {
RESENTING = root
RESENTED = scope:reflecting_parent
}
}
1 = {
show_chance = no
desc = bp2_yearly.7008.a.tt_bad
scope:nursed_child = {
add_hook = {
target = scope:reflecting_parent
type = loyalty_hook
}
}
}
}
}
scope:reflecting_parent = {
save_scope_value_as = {
name = child_request
value = flag:hate
}
trigger_event = bp2_yearly.7010
}
stress_impact = {
forgiving = minor_stress_impact_gain
content = minor_stress_impact_gain
humble = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
patient = minor_stress_impact_gain
fickle = minor_stress_impact_gain
calm = minor_stress_impact_gain
vengeful = minor_stress_impact_loss
ambitious = minor_stress_impact_loss
arrogant = minor_stress_impact_loss
callous = minor_stress_impact_loss
impatient = minor_stress_impact_loss
stubborn = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
OR = {
has_trait = vengeful
has_trait = ambitious
has_trait = arrogant
has_trait = callous
has_trait = impatient
has_trait = stubborn
has_trait = wrathful
}
add = 10
}
modifier = {
OR = {
has_trait = forgiving
has_trait = content
has_trait = humble
has_trait = compassionate
has_trait = patient
has_trait = fickle
has_trait = calm
}
add = -10
}
}
}
option = { #I forgive you
name = bp2_yearly.7008.d
trigger = {
OR = {
has_trait = forgiving
has_trait = content
has_trait = humble
has_trait = compassionate
has_trait = patient
has_trait = fickle
has_trait = calm
}
}
add_character_modifier = {
modifier = role_model_parent
years = 15
}
stress_impact = {
vengeful = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
callous = minor_stress_impact_gain
impatient = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
forgiving = minor_stress_impact_loss
content = minor_stress_impact_loss
humble = minor_stress_impact_loss
compassionate = minor_stress_impact_loss
patient = minor_stress_impact_loss
fickle = minor_stress_impact_loss
calm = minor_stress_impact_loss
}
ai_chance = {
base = 10
modifier = {
OR = {
has_trait = vengeful
has_trait = ambitious
has_trait = arrogant
has_trait = callous
has_trait = impatient
has_trait = stubborn
has_trait = wrathful
}
add = -10
}
modifier = {
OR = {
has_trait = forgiving
has_trait = content
has_trait = humble
has_trait = compassionate
has_trait = patient
has_trait = fickle
has_trait = calm
}
add = 10
}
}
}
option = { #Like father like son
name = bp2_yearly.7008.e
scope:nursed_child = {
clear_variable_list = neglect_reason
clear_variable_list = praise_reason
add_character_modifier = {
modifier = child_like_parent_modifier
years = 10
}
}
stress_impact = {
base = major_stress_loss
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
OR = {
has_trait = impatient
has_trait = callous
has_trait = sadistic
has_trait = wrathful
}
add = 10
}
}
}
}
bp2_yearly.7009 = { #Cared child reflects on caring parent
type = character_event
content_source = dlc_009
title = bp2_yearly.7009.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
desc = bp2_yearly.7009.desc
}
desc = bp2_yearly.7009.desc_dead_parent
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:word
}
}
}
desc = bp2_yearly.7009.desc_word
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:step
}
}
}
desc = bp2_yearly.7009.desc_step
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:tooth
}
}
}
desc = bp2_yearly.7009.desc_tooth
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:dress
}
}
}
desc = bp2_yearly.7009.desc_dress
}
first_valid = {
triggered_desc = {
trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
desc = bp2_yearly.7009.desc_end
}
desc = bp2_yearly.7009.desc_end_dead_parent
}
}
theme = family
override_background = {
reference = garden
}
left_portrait = {
character = scope:nursed_child
animation = happiness
}
right_portrait = {
character = scope:reflecting_parent
animation = personality_content
}
lower_right_portrait = {
trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
character = scope:nursed_child.var:nursed_child_parent_var
}
option = { #I love my parent
name = bp2_yearly.7009.a
custom_tooltip = bp2_yearly.7008.tt
show_as_tooltip = {
random_list = {
1 = {
desc = bp2_yearly.7009.a.tt_good
show_chance = no
scope:nursed_child = {
if = {
limit = { NOT = { has_trait = loyal } }
add_trait = loyal
}
else = {
scope:nursed_child = {
send_interface_toast = {
title = bp2_yearly.7010.c.tt
left_icon = scope:reflecting_parent
add_opinion = {
target = scope:nursed_child
modifier = love_opinion
opinion = 50
}
}
}
}
}
}
1 = {
desc = bp2_yearly.7009.a.tt_bad
show_chance = no
scope:reflecting_parent = {
add_hook = {
target = scope:nursed_child
type = loyalty_hook
}
}
}
}
}
scope:reflecting_parent = {
save_scope_value_as = {
name = child_request
value = flag:receive_love
}
trigger_event = bp2_yearly.7011
}
stress_impact = {
compassionate = minor_stress_impact_loss
honest = minor_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = arrogant
add = -10
}
modifier = {
OR = {
has_trait = compassionate
has_trait = honest
}
add = 10
}
}
}
option = { #I'll be as good as them
name = bp2_yearly.7009.b
add_character_modifier = {
modifier = parenting_by_example
years = 15
}
custom_tooltip = bp2_yearly.7008.tt
show_as_tooltip = {
random_list = {
1 = {
desc = bp2_yearly.7009.a.tt_good
show_chance = no
scope:reflecting_parent = {
add_character_modifier = {
modifier = role_model_parent
years = 15
}
}
}
1 = {
desc = bp2_yearly.7009.a.tt_bad
show_chance = no
scope:reflecting_parent = {
add_hook = {
target = scope:nursed_child
type = loyalty_hook
}
}
}
}
}
scope:reflecting_parent = {
save_scope_value_as = {
name = child_request
value = flag:forwarded_love
}
trigger_event = bp2_yearly.7011
}
stress_impact = {
ambitious = minor_stress_impact_loss
arrogant = minor_stress_impact_loss
lazy = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
OR = {
has_trait = lazy
has_trait = humble
}
add = -10
}
modifier = {
OR = {
has_trait = ambitious
has_trait = arrogant
}
add = 10
}
}
}
option = { #Like father like son
name = bp2_yearly.7009.c
if = {
limit = {
scope:nursed_child = {
OR = {
has_variable = nursed_child_parent_var
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
scope:nursed_child = {
clear_variable_list = neglect_reason
clear_variable_list = praise_reason
remove_variable = nursed_child_parent_var
}
}
stress_impact = {
base = major_stress_loss
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
OR = {
has_trait = impatient
has_trait = callous
has_trait = sadistic
has_trait = wrathful
}
add = 10
}
}
}
}
bp2_yearly.7010 = { #Neglected child demands something from you
type = character_event
content_source = dlc_009
title = bp2_yearly.7010.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
desc = bp2_yearly.7010.desc
}
desc = bp2_yearly.7010.desc_dead_parent
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:word
}
}
}
desc = bp2_yearly.7010.desc_word
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:step
}
}
}
desc = bp2_yearly.7010.desc_step
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:tooth
}
}
}
desc = bp2_yearly.7010.desc_tooth
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = neglect_reason
target = flag:dress
}
}
}
desc = bp2_yearly.7010.desc_dress
}
desc = bp2_yearly.7010.desc_end
triggered_desc = {
trigger = {
scope:child_request = flag:hate
}
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
desc = bp2_yearly.7010.desc_hate
}
desc = bp2_yearly.7010.desc_hate_dead_parent
}
}
}
triggered_desc = {
trigger = {
scope:child_request = flag:gold
}
desc = bp2_yearly.7010.desc_gold
}
triggered_desc = {
trigger = {
scope:child_request = flag:title
}
desc = bp2_yearly.7010.desc_title
}
}
theme = family
override_background = {
reference = courtyard
}
left_portrait = {
character = scope:reflecting_parent
animation = war_defender
}
right_portrait = {
character = scope:nursed_child
animation = anger
}
lower_right_portrait = {
trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
character = scope:nursed_child.var:nursed_child_parent_var
}
option = { #I'm so sorry
name = bp2_yearly.7010.a
trigger = { NOT = { scope:child_request ?= flag:hate } }
scope:nursed_child = {
send_interface_toast = {
title = bp2_yearly.7010.a.tt
left_icon = scope:reflecting_parent
if = {
limit = { scope:child_request ?= flag:title }
take_parent_title_effect = yes
}
else = {
scope:reflecting_parent = {
pay_short_term_gold = {
target = scope:nursed_child
gold = massive_gold_value
}
}
}
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
generous = minor_stress_impact_loss
greedy = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
OR = {
has_trait = callous
has_trait = greedy
}
add = -10
}
modifier = {
OR = {
has_trait = compassionate
has_trait = generous
}
add = 10
}
modifier = {
factor = 0
AND = {
short_term_gold < massive_gold_value
scope:child_request ?= flag:gold
}
}
}
}
option = { #How about a hook instead?
name = bp2_yearly.7010.b
scope:nursed_child = {
send_interface_toast = {
title = bp2_yearly.7010.b.tt
left_icon = scope:reflecting_parent
if = {
limit = { has_hook = scope:reflecting_parent }
use_hook = scope:reflecting_parent
}
add_hook = {
target = scope:reflecting_parent
type = loyalty_hook
}
}
}
stress_impact = {
callous = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = callous
add = 10
}
}
}
option = { #I still don't really care
name = bp2_yearly.7010.c
scope:nursed_child = {
send_interface_toast = {
title = bp2_yearly.7010.c.tt
left_icon = scope:reflecting_parent
parental_neglect_effect = {
RESENTING = scope:nursed_child
RESENTED = root
}
}
}
stress_impact = {
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
OR = {
has_trait = impatient
has_trait = callous
has_trait = sadistic
has_trait = wrathful
}
add = 10
}
modifier = { #if the child is the player we wan't only one of the above outcomes
scope:nursed_child = {
is_ai = no
}
factor = 0
}
}
}
after = {
if = {
limit = {
scope:nursed_child = {
OR = {
has_variable_list = neglect_reason
has_variable_list = praise_reason
has_variable = nursed_child_parent_var
}
}
}
scope:nursed_child = {
clear_variable_list = neglect_reason
clear_variable_list = praise_reason
remove_variable = nursed_child_parent_var
}
}
}
}
bp2_yearly.7011 = { #Cared child gives you something
type = character_event
content_source = dlc_009
title = bp2_yearly.7011.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent }
desc = bp2_yearly.7011.desc
}
desc = bp2_yearly.7011.desc_dead_parent
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:word
}
}
}
desc = bp2_yearly.7011.desc_word
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:step
}
}
}
desc = bp2_yearly.7011.desc_step
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:tooth
}
}
}
desc = bp2_yearly.7011.desc_tooth
}
triggered_desc = {
trigger = {
scope:nursed_child = {
is_target_in_variable_list = {
name = praise_reason
target = flag:dress
}
}
}
desc = bp2_yearly.7011.desc_dress
}
triggered_desc = {
trigger = {
scope:child_request = flag:receive_love
}
desc = bp2_yearly.7011.desc_receive_love
}
triggered_desc = {
trigger = {
scope:child_request = flag:forwarded_love
}
desc = bp2_yearly.7011.desc_forwarded_love
}
}
theme = family
override_background = {
reference = garden
}
left_portrait = {
character = scope:reflecting_parent
animation = love
}
right_portrait = {
character = scope:nursed_child
animation = love
}
lower_right_portrait = {
trigger = { NOT = { scope:nursed_child.var:nursed_child_parent_var ?= scope:reflecting_parent } }
character = scope:nursed_child.var:nursed_child_parent_var
}
option = { #Thank you
name = bp2_yearly.7011.a
switch = {
trigger = scope:child_request
flag:receive_love = {
scope:nursed_child = {
send_interface_toast = {
title = bp2_yearly.7011.a.tt
left_icon = scope:reflecting_parent
if = {
limit = { NOT = { has_trait = loyal } }
add_trait = loyal
}
else = {
scope:reflecting_parent = {
add_opinion = {
target = scope:nursed_child
modifier = love_opinion
opinion = 50
}
}
}
}
}
}
flag:forwarded_love = {
scope:reflecting_parent = {
add_character_modifier = {
modifier = role_model_parent
years = 15
}
}
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = callous
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
}
}
option = { #How about a hook instead?
name = bp2_yearly.7011.b
scope:nursed_child = {
send_interface_toast = {
title = bp2_yearly.7011.b.tt
left_icon = scope:reflecting_parent
scope:reflecting_parent = {
if = {
limit = { has_hook = scope:nursed_child }
use_hook = scope:nursed_child
}
add_hook = {
target = scope:nursed_child
type = loyalty_hook
}
}
}
}
stress_impact = {
callous = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = callous
add = 10
}
}
}
option = { #I still don't really care
name = bp2_yearly.7011.c
scope:nursed_child = {
send_interface_toast = {
title = bp2_yearly.7011.c.tt
left_icon = scope:reflecting_parent
add_opinion = {
target = scope:reflecting_parent
modifier = disappointed_opinion
opinion = -10
}
}
}
stress_impact = {
impatient = minor_stress_impact_loss
callous = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
wrathful = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
OR = {
has_trait = impatient
has_trait = callous
has_trait = sadistic
has_trait = wrathful
}
add = 10
}
modifier = { #if the child is the player we wan't only one of the above outcomes
scope:nursed_child = {
is_ai = no
}
factor = 0
}
}
}
after = {
if = {
limit = {
scope:nursed_child = {
OR = {
has_variable = nursed_child_parent_var
has_variable_list = neglect_reason
has_variable_list = praise_reason
}
}
}
scope:nursed_child = {
clear_variable_list = neglect_reason
clear_variable_list = praise_reason
remove_variable = nursed_child_parent_var
}
}
}
}
bp2_yearly.7012 = { #if any child has positive realtion with the fired nurse trigger an event about them complaining
type = character_event
content_source = dlc_009
title = bp2_yearly.7012.t
desc = bp2_yearly.7012.desc
theme = family
override_background = {
reference = council_chamber
}
left_portrait = {
character = root
animation = stressed_teacher
}
right_portrait = {
character = scope:nursed_child
animation = crying
}
lower_right_portrait = scope:former_wet_nurse
cooldown = { years = 1 }
trigger = {
has_bp2_dlc_trigger = yes
#handled in wet_nurse_title_revoked_effect
#but double check if all relevant characters are still alive
scope:nursed_child = {
is_alive = yes
}
scope:former_wet_nurse = {
is_alive = yes
}
}
immediate = {
#nursed_child, former_wet_nurse and liege scopes handled in wet_nurse_title_revoked_effect
random_court_position_holder ?= {
type = wet_nurse_court_position
save_scope_as = current_wet_nurse
}
}
option = { #oops, I'll hire her back
name = bp2_yearly.7012.a
trigger = {
scope:former_wet_nurse = { can_be_employed_as = wet_nurse_court_position }
}
court_position_grant_effect = {
EMPLOYER = root
CANDIDATE = scope:former_wet_nurse
POS = wet_nurse
}
reverse_add_opinion = {
target = scope:nursed_child
modifier = pleased_opinion
opinion = 20
}
add_character_modifier = {
modifier = under_childs_boot_modifier
years = 5
}
stress_impact = {
compassionate = minor_stress_impact_loss
fickle = minor_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = -10
has_trait = callous
}
modifier = {
add = 10
has_trait = compassionate
}
modifier = {
add = 10
has_trait = fickle
}
}
}
option = { #I make rules here, so understand
name = bp2_yearly.7012.b
duel = {
skill = diplomacy
value = decent_skill_rating
50 = {
desc = bp2_yearly.7012.b_win
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
reverse_add_opinion = {
target = scope:nursed_child
modifier = comforted_opinion
opinion = 20
}
add_character_modifier = {
modifier = bp2_good_parent_modifier
years = 5
}
}
50 = {
desc = bp2_yearly.7012.b_loss
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
reverse_add_opinion = {
target = scope:nursed_child
modifier = confused_opinion
opinion = -25
}
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = -10
has_trait = callous
}
modifier = {
add = 10
has_trait = compassionate
}
}
}
option = { #I make rules here, so shut up
name = bp2_yearly.7012.c
reverse_add_opinion = {
target = scope:nursed_child
modifier = frustrated_opinion
opinion = -10
}
stress_impact = {
callous = minor_stress_impact_loss
arbitrary = minor_stress_impact_loss
stubborn = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = 10
has_trait = callous
}
modifier = {
add = 10
has_trait = arbitrary
}
modifier = {
add = 10
has_trait = stubborn
}
modifier = {
add = -10
has_trait = compassionate
}
}
}
}
bp2_yearly.7013 = { #child griefs over their dead wet nurse
type = character_event
content_source = dlc_009
title = bp2_yearly.7013.t
desc = bp2_yearly.7013.desc
theme = family
override_background = {
reference = bp2_nursery
}
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:nursed_child
animation = crying
}
lower_right_portrait = scope:former_wet_nurse
cooldown = { years = 1 }
trigger = {
has_bp2_dlc_trigger = yes
#handled in on_death_relation_nursed_child
#but double check if all relevant characters are still alive
scope:nursed_child = {
is_alive = yes
}
scope:liege = {
is_alive = yes
}
}
immediate = {
#scopes assigned in on_death_relation_nursed_child
}
option = { #I'll get a new wet nurse asap
name = bp2_yearly.7013.a
custom_tooltip = bp2_yearly.7013.a.tt
trigger_event = bp2_decision.0001
reverse_add_opinion = {
target = scope:nursed_child
modifier = comforted_opinion
opinion = 15
}
stress_impact = {
compassionate = minor_stress_impact_loss
fickle = minor_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = -10
has_trait = callous
}
modifier = {
add = 10
has_trait = compassionate
}
modifier = {
add = 10
has_trait = fickle
}
}
}
option = { #help with grief
name = bp2_yearly.7013.b
scope:nursed_child = {
add_character_modifier = {
modifier = parent_helped_grief_modifier
years = 5
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = -10
has_trait = callous
}
modifier = {
add = 10
has_trait = compassionate
}
}
}
option = { #dead is dead
name = bp2_yearly.7013.c
reverse_add_opinion = {
target = scope:nursed_child
modifier = frustrated_opinion
opinion = -10
}
stress_impact = {
callous = minor_stress_impact_loss
arbitrary = minor_stress_impact_loss
stubborn = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = 10
has_trait = callous
}
modifier = {
add = 10
has_trait = arbitrary
}
modifier = {
add = 10
has_trait = stubborn
}
modifier = {
add = -10
has_trait = compassionate
}
}
}
}
bp2_yearly.7014 = { # Child and Wet Nurse connect over same faith/culture
type = character_event
content_source = dlc_009
title = bp2_yearly.7014.t
desc = {
desc = bp2_yearly.7014.desc
first_valid = {
triggered_desc = {
trigger = {
scope:wet_nurse.culture = root.culture
exists = scope:tradition
exists = scope:tradition_2
}
desc = bp2_yearly.7014.desc_culture
}
triggered_desc = {
trigger = { scope:wet_nurse.culture = root.culture }
desc = bp2_yearly.7014.desc_culture_no_trad
}
triggered_desc = {
trigger = { scope:wet_nurse.faith = root.faith }
desc = bp2_yearly.7014.desc_faith
}
}
}
theme = family
override_background = {
reference = bp2_nursery
}
left_portrait = {
character = root
animation = crying
}
right_portrait = {
character = scope:wet_nurse
animation = love
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
is_available_child = yes
any_relation = {
type = wet_nurse
OR = {
AND = { #search for a nurse that is courtier of your liege and you have the same faith or culture as her, but different than liege
exists = liege
is_courtier_of = liege
OR = {
AND = {
faith = root.faith
faith != liege.faith
}
AND = {
culture = root.culture
culture != liege.culture
}
}
}
AND = { #search for a nurse that is your courtier and you have the same faith or culture as her
is_courtier_of = root
OR = {
faith = root.faith
culture = root.culture
}
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
add = 2
is_hostage = yes
}
}
immediate = {
random_relation = {
type = wet_nurse
limit = {
OR = {
AND = { #search for a nurse that is courtier of your liege and you have the same faith or culture as her, but different than liege
exists = liege
is_courtier_of = liege
OR = {
AND = {
faith = root.faith
faith != liege.faith
}
AND = {
culture = root.culture
culture != liege.culture
}
}
}
AND = { #search for a nurse that is your courtier and you have the same faith or culture as her
is_courtier_of = root
OR = {
faith = root.faith
culture = root.culture
}
}
}
}
save_scope_as = wet_nurse
}
if = {
limit = {
culture = {
any_culture_tradition = {
exists = this
save_temporary_scope_as = temp_tradition
}
any_culture_tradition = {
exists = this
this != scope:temp_tradition
}
}
}
culture = { #used in loc only
random_tradition = {
save_scope_as = tradition
}
random_tradition = {
limit = {
this != scope:tradition
}
save_scope_as = tradition_2
}
}
}
}
option = { #make friends with the wet nurse
name = bp2_yearly.7014.a
if = {
limit = { scope:wet_nurse.faith != root.faith }
progress_towards_friend_effect = {
REASON = friend_matters_of_culture
CHARACTER = scope:wet_nurse
OPINION = default_friend_opinion
}
}
else_if = {
limit = { scope:wet_nurse.culture != root.culture }
progress_towards_friend_effect = {
REASON = friend_matters_of_faith
CHARACTER = scope:wet_nurse
OPINION = default_friend_opinion
}
}
else = {
progress_towards_friend_effect = {
REASON = friend_child_special_attention
CHARACTER = scope:wet_nurse
OPINION = default_friend_opinion
}
}
ai_chance = {
base = 10
}
}
option = { #get a cool modifier with culture/faith opinion
name = bp2_yearly.7014.b
if = {
limit = { scope:wet_nurse.faith != root.faith }
add_character_modifier = {
modifier = wet_nurse_cultural_bonding_modifier
years = 10
}
}
else_if = {
limit = { scope:wet_nurse.culture != root.culture }
add_character_modifier = {
modifier = wet_nurse_faith_bonding_modifier
years = 10
}
}
else = {
add_character_modifier = {
modifier = wet_nurse_bonding_modifier
years = 10
}
}
ai_chance = { #AI should take the 1st option more, so that other wet nurse events trigger more often
base = 1
}
}
}
scripted_effect clean_rites_flags_success = {
scope:teentribal ?= {
create_character_memory = {
type = completed_rites_of_passage
}
scope:new_memory = {
set_variable = {
name = rites_of_passage_type
value = scope:teentribal.var:chosen_rite_memory
}
}
remove_variable ?= cleansing_type
remove_variable ?= chosen_rite_memory
remove_character_flag ?= unproven_adult_flag
clear_variable_list ?= possible_rites
}
}
scripted_effect clean_rites_flags_failure = {
scope:teentribal ?= {
remove_variable ?= cleansing_type
remove_variable ?= chosen_rite_memory
clear_variable_list ?= possible_rites
add_character_flag = unproven_adult_flag #flag to be able to take the decision again
}
}
scripted_effect passage_rites_effect = {
random_list = {
9 = { #or lifestyle xp
desc = passage_rites_effect.xp
add_$LIFESTYLE$_lifestyle_xp = major_lifestyle_xp
}
9 = { #or a skill point
desc = passage_rites_effect.skill
add_$SKILL$_skill = 1
}
0 = { #have a chance to gain a personality trait
desc = passage_rites_effect.trait
modifier = {
number_of_personality_traits < personality_trait_standard
NOT = { has_trait = $TRAIT$ }
NOT = { has_trait = $OPPOSITE_TRAIT$ }
add = 2
}
add_trait = $TRAIT$
}
}
}
bp2_yearly.7021 = { #duel
type = character_event
content_source = dlc_009
title = bp2_yearly.7021.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:teentribal = root }
desc = bp2_yearly.7021.desc_root
}
desc = bp2_yearly.7021.desc
}
}
theme = family
override_background = {
reference = ep2_tournament
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
this != scope:teentribal
is_adult = yes
}
animation = marshal
}
triggered_animation = {
trigger = {
var:signature_weapon = flag:axe
age >= 14
this = scope:teentribal
}
animation = aggressive_axe
}
triggered_animation = {
trigger = {
var:signature_weapon = flag:mace
age >= 14
this = scope:teentribal
}
animation = aggressive_mace
}
triggered_animation = {
trigger = {
var:signature_weapon = flag:sword
age >= 14
this = scope:teentribal
}
animation = aggressive_sword
}
triggered_animation = {
trigger = {
var:signature_weapon = flag:dagger
age >= 14
this = scope:teentribal
}
animation = aggressive_dagger
}
triggered_animation = {
trigger = {
var:signature_weapon = flag:spear
age >= 14
this = scope:teentribal
}
animation = aggressive_spear
}
triggered_animation = {
trigger = {
var:signature_weapon = flag:hammer
age >= 14
this = scope:teentribal
}
animation = aggressive_hammer
}
triggered_animation = {
trigger = {
is_adult = no
this != scope:teentribal
}
animation = war_attacker
}
animation = throne_room_one_handed_passive_1
}
right_portrait = {
trigger = { root != scope:teentribal }
character = scope:teentribal
triggered_animation = {
trigger = {
scope:teentribal.var:signature_weapon = flag:axe
scope:teentribal = { age >= 14 }
}
animation = celebrate_axe
}
triggered_animation = {
trigger = {
scope:teentribal.var:signature_weapon = flag:mace
scope:teentribal = { age >= 14 }
}
animation = celebrate_mace
}
triggered_animation = {
trigger = {
scope:teentribal.var:signature_weapon = flag:sword
scope:teentribal = { age >= 14 }
}
animation = celebrate_sword
}
triggered_animation = {
trigger = {
scope:teentribal.var:signature_weapon = flag:dagger
scope:teentribal = { age >= 14 }
}
animation = celebrate_dagger
}
triggered_animation = {
trigger = {
scope:teentribal.var:signature_weapon = flag:spear
scope:teentribal = { age >= 14 }
}
animation = celebrate_spear
}
triggered_animation = {
trigger = {
scope:teentribal.var:signature_weapon = flag:hammer
scope:teentribal = { age >= 14 }
}
animation = celebrate_hammer
}
animation = throne_room_one_handed_passive_1
}
lower_left_portrait = {
trigger = { exists = scope:family_duelist }
character = scope:family_duelist
}
lower_center_portrait = {
trigger = { exists = scope:duelist_1 }
character = scope:duelist_1
}
lower_right_portrait = {
trigger = { exists = scope:duelist_2 }
character = scope:duelist_2
}
immediate = {
if = {
limit = { exists = scope:liege }
scope:liege = {
set_signature_weapon_effect = yes
}
}
scope:teentribal = { set_signature_weapon_effect = yes }
if = { #look for a family member
limit = {
any_close_or_extended_family_member = {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
}
}
random_close_or_extended_family_member = {
limit = {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
}
save_scope_as = family_duelist
}
}
else = { #find other duelist if there is no eligible family member
if = { #first look in your court
limit = {
any_courtier_or_guest ?= {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:family_duelist ?= this
}
}
}
random_courtier_or_guest ?= {
limit = {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:family_duelist ?= this
}
}
save_scope_as = duelist_2
}
}
else_if = { #then look in pool
limit = {
any_pool_character ?= {
province = scope:rite_location
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:family_duelist ?= this
}
}
}
random_pool_character ?= {
province = scope:rite_location
limit = {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:family_duelist ?= this
}
}
save_scope_as = duelist_2
}
}
else = { #create if still nothing
create_character = {
location = scope:rite_location
template = pool_repopulate_prowess
culture = root.culture
faith = root.faith
save_scope_as = duelist_2
after_creation = {
add_character_flag = created
}
}
}
}
if = { #first look in your court
limit = {
any_courtier_or_guest ?= {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:duelist_2 ?= this
scope:family_duelist ?= this
}
prowess >= average_skill_rating
}
}
random_courtier_or_guest ?= {
limit = {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:duelist_2 ?= this
scope:family_duelist ?= this
}
prowess >= average_skill_rating
}
save_scope_as = duelist_1
}
}
else_if = { #then look in pool
limit = {
any_pool_character ?= {
province = scope:rite_location
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:duelist_2 ?= this
scope:family_duelist ?= this
}
prowess >= average_skill_rating
}
}
random_pool_character ?= {
province = scope:rite_location
limit = {
is_ai = yes
culture = root.culture
can_start_single_combat_trigger = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
NOR = {
is_close_or_extended_family_of = root
scope:duelist_2 ?= this
scope:family_duelist ?= this
}
prowess >= average_skill_rating
}
save_scope_as = duelist_1
}
}
else = { #create if still nothing
create_character = {
location = scope:rite_location
template = pool_repopulate_prowess
culture = root.culture
faith = root.faith
save_scope_as = duelist_1
after_creation = {
add_character_flag = created
}
}
}
}
option = { #Challenge a family member
name = bp2_yearly.7021.a
name = {
trigger = { scope:teentribal = root }
text = bp2_yearly.7021.a_root
}
trigger = { exists = scope:family_duelist }
custom_tooltip = bp2_yearly.7021.a.tt
show_as_tooltip = {
dynasty = {
add_dynasty_prestige = minor_dynasty_prestige_gain
}
}
configure_start_single_combat_effect = {
SC_INITIATOR = root
SC_ATTACKER = scope:teentribal
SC_DEFENDER = scope:family_duelist
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = bp2_yearly.7022
INVALIDATION_EVENT = fp1_tbc.0021
}
ai_chance = {
base = 1
}
}
option = { #Challenge anyone of your culture
name = bp2_yearly.7021.b
name = {
trigger = { scope:teentribal = root }
text = bp2_yearly.7021.b_root
}
custom_tooltip = bp2_yearly.7021.b.tt
configure_start_single_combat_effect = {
SC_INITIATOR = root
SC_ATTACKER = scope:teentribal
SC_DEFENDER = scope:duelist_1
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = bp2_yearly.7022
INVALIDATION_EVENT = fp1_tbc.0021
}
ai_chance = {
base = 1
}
}
option = { #Pick the other challenger of your culture, available only if you don't have an eligible family member
name = bp2_yearly.7021.c
trigger = { exists = scope:duelist_2 }
custom_tooltip = bp2_yearly.7021.c.tt
configure_start_single_combat_effect = {
SC_INITIATOR = root
SC_ATTACKER = scope:teentribal
SC_DEFENDER = scope:duelist_2
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = bp2_yearly.7022
INVALIDATION_EVENT = fp1_tbc.0021
}
ai_chance = {
base = 1
}
}
option = { #I changed my mind
name = bp2_yearly.7021.d
custom_tooltip = bp2_yearly.7021.d.tt
clean_rites_flags_failure = yes
ai_chance = { #there is no reason for the AI to back out at this point
base = 0
}
}
}
bp2_yearly.7022 = { #Duel outcome
type = character_event
content_source = dlc_009
title = bp2_yearly.7022.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:liege
scope:teentribal = scope:sc_victor
}
desc = bp2_yearly.7022.desc_child_win
}
triggered_desc = {
trigger = {
exists = scope:liege
scope:teentribal = scope:sc_loser
}
desc = bp2_yearly.7022.desc_child_lost
}
triggered_desc = {
trigger = {
scope:teentribal = scope:sc_victor
}
desc = bp2_yearly.7022.desc_root_win
}
triggered_desc = {
trigger = {
scope:teentribal = scope:sc_loser
}
desc = bp2_yearly.7022.desc_root_lost
}
}
}
theme = family
override_background = {
reference = ep2_tournament
}
left_portrait = {
character = scope:sc_victor
triggered_animation = {
trigger = { scope:teentribal = scope:sc_victor }
animation = manic
}
triggered_animation = {
trigger = { scope:teentribal = scope:sc_loser }
animation = personality_honorable
}
}
right_portrait = {
character = scope:sc_loser
triggered_animation = {
trigger = { scope:teentribal = scope:sc_victor }
animation = throne_room_bow_1
}
triggered_animation = {
trigger = { scope:teentribal = scope:sc_loser }
animation = severelywounded
}
}
immediate = {
if = {
limit = {
scope:family_duelist ?= {
OR = {
this = scope:sc_victor
this = scope:sc_loser
}
}
}
root.dynasty = {
add_dynasty_prestige = minor_dynasty_prestige_gain
}
}
}
option = { #Good fight
name = bp2_yearly.7022.a
flavor = {
first_valid = {
triggered_desc = {
trigger = { scope:teentribal = scope:sc_victor }
desc = bp2_yearly.7022.a_victory
}
desc = bp2_yearly.7022.a_loss
}
}
scope:sc_victor ?= {
if = {
limit = {
this = scope:teentribal
}
send_interface_toast = {
title = bp2_yearly.7022.toast
left_icon = scope:teentribal
passage_rites_effect = {
TRAIT = arrogant
OPPOSITE_TRAIT = humble
LIFESTYLE = martial
SKILL = prowess
}
}
}
}
scope:sc_loser ?= {
if = {
limit = {
this = scope:teentribal
}
send_interface_toast = {
title = bp2_yearly.7022.toast
left_icon = scope:teentribal
passage_rites_effect = {
TRAIT = vengeful
OPPOSITE_TRAIT = forgiving
LIFESTYLE = intrigue
SKILL = intrigue
}
}
}
}
stress_impact = {
vengeful = minor_stress_impact_loss
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = forgiving
add = -10
}
modifier = {
has_trait = vengeful
add = 10
}
}
}
option = { #Have potential
name = bp2_yearly.7022.b
flavor = {
first_valid = {
triggered_desc = {
trigger = { scope:teentribal = scope:sc_victor }
desc = bp2_yearly.7022.b_victory
}
desc = bp2_yearly.7022.b_loss
}
}
scope:teentribal = {
if = {
limit = {
NOT = { has_trait = lifestyle_blademaster }
}
add_trait = lifestyle_blademaster
}
else = {
send_interface_toast = {
title = bp2_yearly.7022.toast
left_icon = scope:teentribal
passage_rites_effect = {
TRAIT = diligent
OPPOSITE_TRAIT = lazy
LIFESTYLE = martial
SKILL = prowess
}
}
}
}
stress_impact = {
diligent = minor_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = lazy
add = -10
}
modifier = {
has_trait = diligent
add = 10
}
}
}
option = { #Tasted blood and liked it
name = bp2_yearly.7022.c
flavor = {
first_valid = {
triggered_desc = {
trigger = { scope:teentribal = scope:sc_victor }
desc = bp2_yearly.7022.c_victory
}
desc = bp2_yearly.7022.c_loss
}
}
scope:sc_victor = {
if = {
limit = {
this = scope:teentribal
}
send_interface_toast = {
title = bp2_yearly.7022.toast
left_icon = scope:teentribal
passage_rites_effect = {
TRAIT = sadistic
OPPOSITE_TRAIT = compassionate
LIFESTYLE = intrigue
SKILL = intrigue
}
}
}
}
scope:sc_loser ?= {
if = {
limit = {
this = scope:teentribal
}
send_interface_toast = {
title = bp2_yearly.7022.toast
left_icon = scope:teentribal
passage_rites_effect = {
TRAIT = craven
OPPOSITE_TRAIT = brave
LIFESTYLE = stewardship
SKILL = stewardship
}
}
}
}
stress_impact = {
sadistic = minor_stress_impact_loss
craven = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = craven
add = 10
}
modifier = {
has_trait = sadistic
add = 10
}
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = brave
add = -10
}
}
}
after = {
if = {
limit = { scope:teentribal = scope:sc_victor }
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
}
}
else = {
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
}
}
clean_rites_flags_success = yes
scope:duelist_1 ?= {
silent_disappearance_ai_if_created_effect = yes
}
scope:duelist_2 ?= {
silent_disappearance_ai_if_created_effect = yes
}
}
}
bp2_yearly.7023 = { #scarification
type = character_event
content_source = dlc_009
title = bp2_yearly.7023.t
desc = bp2_yearly.7023.desc
theme = family
override_background = {
reference = fp1_runestone_circle
}
left_portrait = {
character = scope:teentribal
animation = throne_room_curtsey_1
remove_default_outfit = no
outfit_tags = { nightgown }
}
right_portrait = {
character = scope:priest
animation = celebrate_dagger
}
option = { #Scarification
name = bp2_yearly.7023.a
flavor = bp2_yearly.7023.a.tt
send_interface_toast = {
title = bp2_yearly.7023.a
left_icon = scope:teentribal
right_icon = scope:priest
scope:teentribal = {
passage_rites_effect = {
TRAIT = brave
OPPOSITE_TRAIT = craven
LIFESTYLE = martial
SKILL = martial
}
random_list = {
50 = {
show_chance = no
desc = bp2_yearly.7023.a_nothing
}
45 = {
show_chance = no
desc = bp2_yearly.7023.a_scarred
add_trait = scarred
}
5 = {
show_chance = no
desc = bp2_yearly.7023.a_wounded
add_trait = wounded_1
}
}
self_mutilation_minor_piety_gain_effect = yes
}
}
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
}
clean_rites_flags_success = yes
stress_impact = {
brave = minor_stress_impact_loss
craven = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = craven
add = -10
}
modifier = {
has_trait = brave
add = 10
}
}
}
option = { #How about a symbolic one instead?
name = bp2_yearly.7023.b
flavor = bp2_yearly.7023.b.tt
scope:teentribal = {
send_interface_toast = {
title = bp2_yearly.7023.b
left_icon = scope:teentribal
right_icon = scope:priest
passage_rites_effect = {
TRAIT = cynical
OPPOSITE_TRAIT = zealous
LIFESTYLE = intrigue
SKILL = intrigue
}
}
}
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
}
clean_rites_flags_success = yes
stress_impact = {
cynical = minor_stress_impact_loss
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = zealous
add = -10
}
modifier = {
has_trait = cynical
add = 10
}
}
}
option = { #I changed my mind
name = bp2_yearly.7023.c
custom_tooltip = bp2_yearly.7023.c.tt
clean_rites_flags_failure = yes
ai_chance = { #there is no reason for the AI to back out at this point
base = 0
}
}
}
bp2_yearly.7024 = { #seclusion
type = character_event
content_source = dlc_009
title = bp2_yearly.7024.t
desc = {
desc = bp2_yearly.7024.desc
triggered_desc = {
trigger = { exists = scope:rite_location }
desc = bp2_yearly.7024.desc_capital
}
triggered_desc = {
trigger = { exists = scope:realm_location }
desc = bp2_yearly.7024.desc_realm
}
triggered_desc = {
trigger = { exists = scope:abroad_location }
desc = bp2_yearly.7024.desc_abroad
}
desc = bp2_yearly.7024.desc_end
}
theme = family
override_background = {
reference = terrain_travel
}
left_portrait = {
character = scope:teentribal
animation = throne_room_bow_1
}
right_portrait = {
character = scope:priest
animation = go_to_your_room
}
immediate = {
if = {
limit = {
any_realm_province = {
this != root.capital_province
}
}
random_realm_province = {
limit = {
this != root.capital_province
}
weight = {
base = 1
modifier = {
add = 100
has_holding = no
}
}
save_scope_as = realm_location
}
}
random_neighboring_top_liege_realm_owner = {
random_realm_province = {
weight = {
base = 1
modifier = {
add = 100
has_holding = no
}
}
save_scope_as = abroad_location
}
save_scope_as = foreign_ruler
}
}
option = { #go abroad
name = bp2_yearly.7024.a
trigger = { exists = scope:abroad_location }
custom_tooltip = bp2_yearly.7024.a.abroad
custom_tooltip = bp2_yearly.7024.a.tt
scope:teentribal = {
scope:abroad_location = {
save_scope_as = seclusion_location
}
start_travel_plan = {
destination = scope:abroad_location
on_travel_planner_cancel_event = bp2_yearly.7024
on_arrival_event = bp2_yearly.7025
on_arrival_destinations = all_but_last
}
}
if = {
limit = { exists = scope:liege }
scope:liege = {
show_as_tooltip = {
random_list = {
1 = {
desc = bp2_yearly.7024.win
show_chance = no
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
add_prestige = major_prestige_value
}
}
1 = {
desc = bp2_yearly.7024.lose
show_chance = no
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
add_trait_xp = {
trait = lifestyle_traveler
track = danger
value = 30
}
increase_wounds_no_death_effect = { REASON = wild_animal }
}
}
}
}
}
}
stress_impact = {
ambitious = minor_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = lazy
add = -10
}
modifier = {
has_trait = ambitious
add = 10
}
}
}
option = { #go nearby
name = bp2_yearly.7024.b
trigger = { exists = scope:realm_location }
custom_tooltip = bp2_yearly.7024.b.realm
custom_tooltip = bp2_yearly.7024.b.tt
scope:teentribal = {
scope:realm_location = {
save_scope_as = seclusion_location
}
start_travel_plan = {
destination = scope:realm_location
on_travel_planner_cancel_event = bp2_yearly.7024
on_arrival_event = bp2_yearly.7025
on_arrival_destinations = all_but_last
}
}
if = {
limit = { exists = scope:liege }
scope:liege = {
show_as_tooltip = {
random_list = {
1 = {
desc = bp2_yearly.7024.win
show_chance = no
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
add_trait_xp = {
trait = lifestyle_traveler
track = danger
value = 20
}
add_prestige = medium_prestige_value
}
}
1 = {
desc = bp2_yearly.7024.lose
show_chance = no
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
increase_wounds_no_death_effect = { REASON = wild_animal }
}
}
}
}
}
}
stress_impact = {
arbitrary = minor_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = lazy
add = -10
}
modifier = {
has_trait = arbitrary
add = 10
}
}
}
option = { #stay in capital holding
name = bp2_yearly.7024.c
custom_tooltip = bp2_yearly.7024.c.capital
custom_tooltip = bp2_yearly.7024.c.tt
scope:teentribal = {
scope:rite_location = {
save_scope_as = seclusion_location
}
trigger_event = bp2_yearly.7025
}
if = {
limit = { exists = scope:liege }
scope:liege = {
show_as_tooltip = {
random_list = {
1 = {
desc = bp2_yearly.7024.win
show_chance = no
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
add_prestige = minor_prestige_value
}
}
1 = {
desc = bp2_yearly.7024.lose
show_chance = no
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
add_trait_xp = {
trait = lifestyle_traveler
track = danger
value = 10
}
increase_wounds_no_death_effect = { REASON = wild_animal }
}
}
}
}
}
}
stress_impact = {
lazy = minor_stress_impact_loss
ambitious = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = ambitious
add = -10
}
modifier = {
has_trait = lazy
add = 10
}
}
}
option = { #I changed my mind
name = bp2_yearly.7024.d
custom_tooltip = bp2_yearly.7024.d.tt
clean_rites_flags_failure = yes
ai_chance = { #there is no reason for the AI to back out at this point
base = 0
}
}
}
bp2_yearly.7025 = { #seclusion on arrival
type = character_event
content_source = dlc_009
title = bp2_yearly.7025.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:abroad_location ?= scope:seclusion_location }
desc = bp2_yearly.7025.desc_abroad
}
triggered_desc = {
trigger = { scope:realm_location ?= scope:seclusion_location }
desc = bp2_yearly.7025.desc_realm
}
desc = bp2_yearly.7025.desc_capital
}
first_valid = {
triggered_desc = {
trigger = { scope:teentribal.martial > scope:teentribal.learning }
desc = bp2_yearly.7025.desc_fight
}
desc = bp2_yearly.7025.desc_outwit
}
}
theme = family
override_background = {
reference = wilderness
}
left_portrait = {
character = scope:teentribal
triggered_animation = {
trigger = { scope:teentribal.martial > scope:teentribal.learning }
animation = hunting_shortbow_aim_arrow_default
}
animation = hunting_carcass_start
outfit_tags = { beggar_rags }
remove_default_outfit = no
}
immediate = {
scope:teentribal = {
select_local_animal_effect = { TYPE = dangerous }
}
if = { #set scope that should receive the toast notification of the outcome
limit = { exists = scope:liege }
scope:liege = {
save_scope_as = receiver
}
}
else = {
save_scope_as = receiver
}
}
option = { #try to outsmart the animal
name = bp2_yearly.7025.a
duel = {
skills = { learning intrigue }
value = average_skill_rating
50 = { #you outsmart the animal
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.7025.a_win
scope:receiver = {
send_interface_toast = {
title = bp2_yearly.7025.tt
left_icon = scope:teentribal
scope:teentribal = {
if = {
limit = { NOT = { has_trait = lifestyle_traveler } }
add_trait = lifestyle_traveler
}
add_trait_xp = {
trait = lifestyle_traveler
track = danger
value = {
value = 0
if = {
limit = {scope:rite_location ?= scope:seclusion_location }
add = 10
}
if = {
limit = { scope:realm_location ?= scope:seclusion_location }
add = 20
}
if = {
limit = { scope:abroad_location ?= scope:seclusion_location }
add = 30
}
}
}
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
add_prestige = {
value = 0
if = {
limit = {scope:rite_location ?= scope:seclusion_location }
add = minor_prestige_value
}
if = {
limit = { scope:realm_location ?= scope:seclusion_location }
add = medium_prestige_value
}
if = {
limit = { scope:abroad_location ?= scope:seclusion_location }
add = major_prestige_value
}
}
}
}
}
}
50 = { #you are not smarter than a predator animal
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
add = 10
scope:abroad_location ?= scope:seclusion_location
}
modifier = {
add = 5
scope:realm_location ?= scope:seclusion_location
}
desc = bp2_yearly.7025.a_lose
scope:receiver = {
send_interface_toast = {
title = bp2_yearly.7025.tt
left_icon = scope:teentribal
scope:teentribal = {
increase_wounds_no_death_effect = { REASON = wild_animal }
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
}
}
}
}
}
stress_impact = {
compassionate = minor_stress_impact_loss
craven = minor_stress_impact_loss
callous = minor_stress_impact_gain
brave = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = callous
add = -10
}
modifier = {
has_trait = brave
add = -10
}
modifier = {
has_trait = compassionate
add = 10
}
modifier = {
has_trait = craven
add = 10
}
}
}
option = { #try to shoot the animal
name = bp2_yearly.7025.b
duel = {
skills = { prowess martial }
value = average_skill_rating
50 = { #You knock out the animal
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp2_yearly.7025.b_win
scope:receiver = {
send_interface_toast = {
title = bp2_yearly.7025.tt
left_icon = scope:teentribal
scope:teentribal = {
if = {
limit = {
location = { terrain = jungle }
NOT = { has_trait = jungle_stalker }
}
add_trait = jungle_stalker
}
else_if = {
limit = {
location = { terrain = desert }
NOT = { has_trait = desert_warrior }
}
add_trait = desert_warrior
}
else_if = {
limit = {
location = { terrain = drylands }
NOT = { has_trait = desert_warrior }
}
add_trait = desert_warrior
}
else_if = {
limit = {
location = { terrain = desert_mountains }
NOT = { has_trait = desert_warrior }
}
add_trait = desert_warrior
}
else_if = {
limit = {
location = { terrain = oasis }
NOT = { has_trait = desert_warrior }
}
add_trait = desert_warrior
}
else_if = {
limit = {
location = { terrain = mountains }
NOT = { has_trait = rough_terrain_expert }
}
add_trait = rough_terrain_expert
}
else_if = {
limit = {
location = { terrain = wetlands }
NOT = { has_trait = rough_terrain_expert }
}
add_trait = rough_terrain_expert
}
else_if = {
limit = {
location = { terrain = hills }
NOT = { has_trait = rough_terrain_expert }
}
add_trait = rough_terrain_expert
}
else_if = {
limit = {
location = { terrain = farmlands }
NOT = { has_trait = open_terrain_expert }
}
add_trait = open_terrain_expert
}
else_if = {
limit = {
location = { terrain = plains }
NOT = { has_trait = open_terrain_expert }
}
add_trait = open_terrain_expert
}
else_if = {
limit = {
location = { terrain = steppe }
NOT = { has_trait = open_terrain_expert }
}
add_trait = open_terrain_expert
}
else_if = {
limit = {
location = { terrain = forest }
NOT = { has_trait = forest_fighter }
}
add_trait = forest_fighter
}
else_if = {
limit = {
location = { terrain = taiga }
NOT = { has_trait = forest_fighter }
}
add_trait = forest_fighter
}
else_if = {
limit = {
NOT = { has_trait = lifestyle_traveler }
}
add_trait = lifestyle_traveler
add_trait_xp = {
trait = lifestyle_traveler
track = danger
value = {
value = 0
if = {
limit = {scope:rite_location ?= scope:seclusion_location }
add = 10
}
if = {
limit = { scope:realm_location ?= scope:seclusion_location }
add = 20
}
if = {
limit = { scope:abroad_location ?= scope:seclusion_location }
add = 30
}
}
}
}
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
}
}
}
}
50 = { #you are not stronger than a predator animal
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
modifier = {
add = 10
scope:abroad_location ?= scope:seclusion_location
}
modifier = {
add = 5
scope:realm_location ?= scope:seclusion_location
}
desc = bp2_yearly.7025.b_lose
scope:receiver = {
send_interface_toast = {
title = bp2_yearly.7025.tt
left_icon = scope:teentribal
scope:teentribal = {
increase_wounds_no_death_effect = { REASON = wild_animal }
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
}
}
}
}
}
stress_impact = {
wrathful = minor_stress_impact_loss
callous = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = compassionate
add = -10
}
modifier = {
has_trait = callous
add = 10
}
modifier = {
has_trait = wrathful
add = 10
}
}
}
after = {
clean_rites_flags_success = yes
}
}
bp2_yearly.7026 = { #hair shaving
type = character_event
content_source = dlc_009
title = bp2_yearly.7026.t
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:teentribal = root }
desc = bp2_yearly.7026.desc_child
}
desc = bp2_yearly.7026.desc
}
}
theme = family
override_background = {
reference = throne_room
}
left_portrait = {
character = scope:teentribal
animation = throne_room_curtsey_1
remove_default_outfit = no
outfit_tags = { nightgown }
}
right_portrait = {
character = scope:priest
animation = assassin
}
option = { #Shave it
name = bp2_yearly.7026.a
flavor = bp2_yearly.7026.a.tt
send_interface_toast = {
title = bp2_yearly.7026.a.toast
left_icon = scope:teentribal
scope:teentribal = {
passage_rites_effect = {
TRAIT = humble
OPPOSITE_TRAIT = arrogant
LIFESTYLE = diplomacy
SKILL = diplomacy
}
}
}
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
add_character_modifier = {
modifier = shaven_bald_modifier
years = 3
}
add_piety = medium_piety_gain
}
clean_rites_flags_success = yes
stress_impact = {
compassionate = minor_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = arrogant
add = -10
}
modifier = {
has_trait = humble
add = 10
}
}
}
option = { #Just a bowl-cut please!
name = bp2_yearly.7026.b
flavor = bp2_yearly.7026.b.tt
send_interface_toast = {
title = bp2_yearly.7026.b.toast
left_icon = scope:teentribal
scope:teentribal = {
passage_rites_effect = {
TRAIT = content
OPPOSITE_TRAIT = ambitious
LIFESTYLE = stewardship
SKILL = stewardship
}
}
}
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
create_artifact = {
name = tribal_hair
description = tribal_hair.desc
type = miscellaneous
visuals = pocket_pouch
modifier = artifact_prowess_1_modifier
modifier = artifact_stress_gain_1_modifier
}
}
clean_rites_flags_success = yes
stress_impact = {
humble = minor_stress_impact_loss
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = ambitious
add = -10
}
modifier = {
has_trait = content
add = 10
}
}
}
option = { #I changed my mind
name = bp2_yearly.7026.c
custom_tooltip = bp2_yearly.7026.c.tt
clean_rites_flags_failure = yes
ai_chance = { #there is no reason for the AI to back out at this point
base = 0
}
}
}
bp2_yearly.7027 = { #cleansing with water
type = character_event
content_source = dlc_009
title = bp2_yearly.7027.t
desc = bp2_yearly.7027.desc
theme = family
override_background = {
reference = fp1_runestone_circle
}
left_portrait = {
character = scope:teentribal
animation = throne_room_kneel_2
remove_default_outfit = no
outfit_tags = { beggar_rags }
}
right_portrait = {
character = scope:priest
animation = toast_goblet
camera = camera_body_left
}
option = { #Submerge completely in the water
name = bp2_yearly.7027.a
flavor = bp2_yearly.7027.a.tt
if = {
limit = {
scope:teentribal = { num_sinful_traits > 0 }
}
random_list = {
1 = {
desc = passage_rites_effect.trait
send_interface_toast = {
title = bp2_yearly.7027.tt
left_icon = scope:teentribal
scope:teentribal = {
flip_sinful_trait_effect = yes
}
}
}
1 = {
desc = passage_rites_effect.xp
send_interface_toast = {
title = bp2_yearly.7027.tt
left_icon = scope:teentribal
scope:teentribal = {
add_learning_lifestyle_xp = major_lifestyle_xp
}
}
}
1 = {
desc = passage_rites_effect.skill
send_interface_toast = {
title = bp2_yearly.7027.tt
left_icon = scope:teentribal
scope:teentribal = {
add_learning_skill = 1
}
}
}
}
}
else = {
send_interface_toast = {
title = bp2_yearly.7027.tt
left_icon = scope:teentribal
scope:teentribal = {
passage_rites_effect = {
TRAIT = zealous
OPPOSITE_TRAIT = cynical
LIFESTYLE = learning
SKILL = learning
}
}
}
}
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
add_piety = medium_piety_gain
add_stress = minor_stress_gain
}
clean_rites_flags_success = yes
stress_impact = {
patient = minor_stress_impact_loss
impatient = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = impatient
add = -10
}
modifier = {
has_trait = patient
add = 10
}
}
}
option = { #Pour some water on the head
name = bp2_yearly.7027.b
flavor = bp2_yearly.7027.b.tt
send_interface_toast = {
title = bp2_yearly.7027.tt
left_icon = scope:teentribal
scope:teentribal = {
passage_rites_effect = {
TRAIT = patient
OPPOSITE_TRAIT = impatient
LIFESTYLE = diplomacy
SKILL = diplomacy
}
}
}
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
}
clean_rites_flags_success = yes
stress_impact = {
cynical = minor_stress_impact_loss
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = zealous
add = -10
}
modifier = {
has_trait = cynical
add = 10
}
}
}
option = { #I changed my mind
name = bp2_yearly.7027.c
custom_tooltip = bp2_yearly.7027.c.tt
clean_rites_flags_failure = yes
ai_chance = { #there is no reason for the AI to back out at this point
base = 0
}
}
}
bp2_yearly.7028 = { #cleansing with fire
type = character_event
content_source = dlc_009
title = bp2_yearly.7028.t
desc = bp2_yearly.7028.desc
theme = family
override_background = {
reference = bp1_bonfire
}
left_portrait = {
character = scope:teentribal
animation = manic
}
right_portrait = {
character = scope:priest
animation = throne_room_two_handed_passive_1
}
option = { #Run through the fire pit
name = bp2_yearly.7028.a
flavor = bp2_yearly.7028.a.tt
if = {
limit = {
scope:teentribal = { num_sinful_traits > 0 }
}
random_list = {
1 = {
desc = passage_rites_effect.trait
send_interface_toast = {
title = bp2_yearly.7028.tt
left_icon = scope:teentribal
scope:teentribal = {
flip_sinful_trait_effect = yes
}
}
}
1 = {
desc = passage_rites_effect.xp
send_interface_toast = {
title = bp2_yearly.7028.tt
left_icon = scope:teentribal
scope:teentribal = {
add_learning_lifestyle_xp = major_lifestyle_xp
}
}
}
1 = {
desc = passage_rites_effect.skill
send_interface_toast = {
title = bp2_yearly.7028.tt
left_icon = scope:teentribal
scope:teentribal = {
add_learning_skill = 1
}
}
}
}
}
else = {
send_interface_toast = {
title = bp2_yearly.7028.tt
left_icon = scope:teentribal
scope:teentribal = {
passage_rites_effect = {
TRAIT = zealous
OPPOSITE_TRAIT = cynical
LIFESTYLE = learning
SKILL = learning
}
}
}
}
scope:teentribal = {
add_character_modifier = {
modifier = proven_adult_modifier
years = 10
}
add_character_modifier = {
modifier = scorched_soles_modifier
years = 5
}
add_piety = medium_piety_gain
}
clean_rites_flags_success = yes
stress_impact = {
cynical = minor_stress_impact_loss
zealous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
scope:teentribal = {
has_trait = zealous
}
add = -10
}
modifier = {
scope:teentribal = {
has_trait = cynical
}
add = 10
}
}
}
option = { #Put just a single step in the fire pit
name = bp2_yearly.7028.b
flavor = bp2_yearly.7028.b.tt
send_interface_toast = {
title = bp2_yearly.7028.tt
left_icon = scope:teentribal
scope:teentribal = {
passage_rites_effect = {
TRAIT = patient
OPPOSITE_TRAIT = impatient
LIFESTYLE = diplomacy
SKILL = diplomacy
}
}
}
scope:teentribal = {
add_character_modifier = {
modifier = insecure_adult_modifier
years = 10
}
}
clean_rites_flags_success = yes
stress_impact = {
patient = minor_stress_impact_loss
impatient = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
has_trait = impatient
add = -10
}
modifier = {
has_trait = patient
add = 10
}
}
}
option = { #I changed my mind
name = bp2_yearly.7028.c
custom_tooltip = bp2_yearly.7028.c.tt
clean_rites_flags_failure = yes
ai_chance = { #there is no reason for the AI to back out at this point
base = 0
}
}
}
bp2_yearly.7029 = { #Completed rite memory follow up event - other tribal child does the rite, you can encourage them or let them back out
type = character_event
content_source = dlc_009
title = bp2_yearly.7029.t
desc = {
desc = bp2_yearly.7029.desc
switch = {
trigger = scope:rite_memory.var:rites_of_passage_type
flag:dueling_rite_memory = {
desc = bp2_yearly.7029.desc_duel
}
flag:scarification_rite_memory = {
desc = bp2_yearly.7029.desc_scarification
}
flag:seclusion_rite_memory = {
desc = bp2_yearly.7029.desc_seclusion
}
flag:shaving_hair_rite_memory = {
desc = bp2_yearly.7029.desc_hair_shaving
}
flag:fire_cleanse_rite_memory = {
desc = bp2_yearly.7029.desc_fire_cleanse
}
flag:water_cleanse_rite_memory = {
desc = bp2_yearly.7029.desc_water_cleanse
}
}
}
theme = family
override_background = {
trigger = {
scope:rite_memory.var:rites_of_passage_type = flag:dueling_rite_memory
}
reference = ep2_tournament
}
override_background = {
trigger = {
scope:rite_memory.var:rites_of_passage_type = flag:scarification_rite_memory
}
reference = fp1_runestone_circle
}
override_background = {
trigger = {
scope:rite_memory.var:rites_of_passage_type = flag:seclusion_rite_memory
}
reference = terrain_travel
}
override_background = {
trigger = {
scope:rite_memory.var:rites_of_passage_type = flag:shaving_hair_rite_memory
}
reference = throne_room
}
override_background = {
trigger = {
scope:rite_memory.var:rites_of_passage_type = flag:fire_cleanse_rite_memory
}
reference = bp1_bonfire
}
override_background = {
trigger = {
scope:rite_memory.var:rites_of_passage_type = flag:water_cleanse_rite_memory
}
reference = fp1_runestone_circle
}
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:teentribal
animation = crying
}
cooldown = { years = 5 }
trigger = {
has_bp2_dlc_trigger = yes
is_landed = yes
government_has_flag = government_is_tribal
any_memory = {
memory_type = completed_rites_of_passage
has_variable = rites_of_passage_type
}
any_courtier_or_guest = {
character_can_rites_of_passage_trigger = yes
is_available_ai = yes
NOR = {
is_close_or_extended_family_of = root
this = root
is_hostage_of = root
}
}
}
immediate = {
random_memory = {
memory_type = completed_rites_of_passage
limit = {
has_variable = rites_of_passage_type
}
save_scope_as = rite_memory
}
random_courtier_or_guest = {
limit = {
character_can_rites_of_passage_trigger = yes
is_available_ai = yes
NOR = {
is_close_or_extended_family_of = root
this = root
is_hostage_of = root
}
}
save_scope_as = teentribal
}
}
option = {
name = bp2_yearly.7029.a
flavor = bp2_yearly.7029.a.tt
random_list = {
10 = {
send_interface_toast = {
title = bp2_yearly.7029.a.teaching
left_icon = scope:teentribal
switch = {
trigger = scope:rite_memory.var:rites_of_passage_type
flag:dueling_rite_memory = {
scope:teentribal = {
add_martial_skill = 3
}
}
flag:scarification_rite_memory = {
scope:teentribal = {
add_intrigue_skill = 3
}
}
flag:seclusion_rite_memory = {
scope:teentribal = {
add_stewardship_skill = 3
}
}
flag:shaving_hair_rite_memory = {
scope:teentribal = {
add_diplomacy_skill = 3
add_character_modifier = {
modifier = shaven_bald_modifier
years = 1
}
}
}
flag:fire_cleanse_rite_memory = {
scope:teentribal = {
add_learning_skill = 3
}
}
flag:water_cleanse_rite_memory = {
scope:teentribal = {
add_learning_skill = 3
}
}
}
}
modifier = {
add = 10
switch = {
trigger = scope:rite_memory.var:rites_of_passage_type
flag:dueling_rite_memory = {
martial >= decent_skill_rating
}
flag:scarification_rite_memory = {
intrigue >= decent_skill_rating
}
flag:seclusion_rite_memory = {
stewardship >= decent_skill_rating
}
flag:shaving_hair_rite_memory = {
diplomacy >= decent_skill_rating
}
flag:fire_cleanse_rite_memory = {
learning >= decent_skill_rating
}
flag:water_cleanse_rite_memory = {
learning >= decent_skill_rating
}
}
}
modifier = {
add = 10
switch = {
trigger = scope:rite_memory.var:rites_of_passage_type
flag:dueling_rite_memory = {
martial >= very_high_skill_rating
}
flag:scarification_rite_memory = {
intrigue >= very_high_skill_rating
}
flag:seclusion_rite_memory = {
stewardship >= very_high_skill_rating
}
flag:shaving_hair_rite_memory = {
diplomacy >= very_high_skill_rating
}
flag:fire_cleanse_rite_memory = {
learning >= very_high_skill_rating
}
flag:water_cleanse_rite_memory = {
learning >= very_high_skill_rating
}
}
}
}
20 = {
send_interface_toast = {
title = bp2_yearly.7029.a.inspiration
left_icon = scope:teentribal
add_prestige = minor_prestige_gain
}
modifier = {
add = 10
prestige_level >= 3
}
modifier = {
add = 10
prestige_level >= 4
}
}
}
if = {
limit = { has_character_modifier = insecure_adult_modifier }
remove_character_modifier = insecure_adult_modifier
}
stress_impact = {
compassionate = minor_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = -10
has_trait = callous
}
modifier = {
add = 10
has_trait = compassionate
}
}
}
option = {
name = bp2_yearly.7029.b
flavor = bp2_yearly.7029.b.tt
random_list = {
20 = {
send_interface_toast = {
title = bp2_yearly.7029.b.success
left_icon = scope:teentribal
switch = {
trigger = scope:rite_memory.var:rites_of_passage_type
flag:dueling_rite_memory = {
scope:teentribal = {
add_prowess_skill = 3
}
}
flag:scarification_rite_memory = {
scope:teentribal = {
add_prowess_skill = 3
}
}
flag:seclusion_rite_memory = {
scope:teentribal = {
add_prowess_skill = 3
}
}
flag:shaving_hair_rite_memory = {
scope:teentribal = {
add_character_modifier = {
modifier = tough_and_confident_modifier
years = 10
}
add_character_modifier = {
modifier = shaven_bald_modifier
years = 1
}
}
}
flag:fire_cleanse_rite_memory = {
scope:teentribal = {
add_character_modifier = {
modifier = tough_and_confident_modifier
years = 10
}
}
}
flag:water_cleanse_rite_memory = {
scope:teentribal = {
add_character_modifier = {
modifier = tough_and_confident_modifier
years = 10
}
}
}
}
}
modifier = {
add = 10
switch = {
trigger = scope:rite_memory.var:rites_of_passage_type
flag:dueling_rite_memory = {
scope:teentribal = { martial >= medium_skill_rating }
}
flag:scarification_rite_memory = {
scope:teentribal = { intrigue >= medium_skill_rating }
}
flag:seclusion_rite_memory = {
scope:teentribal = { stewardship >= medium_skill_rating }
}
flag:shaving_hair_rite_memory = {
scope:teentribal = { diplomacy >= medium_skill_rating }
}
flag:fire_cleanse_rite_memory = {
scope:teentribal = { learning >= medium_skill_rating }
}
flag:water_cleanse_rite_memory = {
scope:teentribal = { learning >= medium_skill_rating }
}
}
}
}
10 = {
send_interface_toast = {
title = bp2_yearly.7029.b.fail
left_icon = scope:teentribal
scope:teentribal = {
add_character_modifier = {
modifier = backdown_from_rite_modifier
years = 10
}
}
}
modifier = {
add = 10
switch = {
trigger = scope:rite_memory.var:rites_of_passage_type
flag:dueling_rite_memory = {
scope:teentribal = { martial < low_skill_rating }
}
flag:scarification_rite_memory = {
scope:teentribal = { intrigue < low_skill_rating }
}
flag:seclusion_rite_memory = {
scope:teentribal = { stewardship < low_skill_rating }
}
flag:shaving_hair_rite_memory = {
scope:teentribal = { diplomacy < low_skill_rating }
}
flag:fire_cleanse_rite_memory = {
scope:teentribal = { learning < low_skill_rating }
}
flag:water_cleanse_rite_memory = {
scope:teentribal = { learning < low_skill_rating }
}
}
}
}
}
stress_impact = {
callous = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
}
ai_chance = {
base = 1
modifier = {
add = 10
has_trait = callous
}
modifier = {
add = -10
has_trait = compassionate
}
}
}
}