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

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# CHINA CAREER EVENTS
###################################
namespace = tgp_china_career
### EVENT LIST ####################################################################
## 0001 - Celestial Intro Event
## 0010 - A Meritorious Path
## 0020 - Hidden event for merit gain on succession
###################################################################################
# Intro Event - Who are you playing as and what is your situation
# Also acts as an introduction if you become a noble family in China
tgp_china_career.0001 = {
type = character_event
title = tgp_china_career.0001.t
desc = {
desc = tgp_china_career.0001.desc
first_valid = {
triggered_desc = {
trigger = { tgp_is_any_minister = yes }
desc = tgp_china_career.0001.minister_desc
}
triggered_desc = {
trigger = { is_landed = yes }
desc = tgp_china_career.0001.landed_desc
}
desc = tgp_china_career.0001.unlanded_desc
}
}
theme = merit
override_background = {
trigger = {
OR = {
vassal_contract_has_flag = celestial_province_military
vassal_contract_has_flag = celestial_province_protectorate
}
}
reference = courtyard
}
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
vassal_contract_has_flag = celestial_province_military
vassal_contract_has_flag = celestial_province_protectorate
}
}
animation = relaxed_spear
}
animation = reading
}
cooldown = { days = 1 }
trigger = {
exists = top_liege
this != top_liege
top_liege = {
government_has_flag = government_is_celestial
}
}
immediate = {
# Scopes
save_scope_as = new_ruler
house ?= { save_scope_as = ruler_family }
top_liege = { save_scope_as = emperor }
if = {
limit = { tgp_is_any_minister = yes }
primary_title = { save_scope_as = minister_title }
}
}
option = {
name = tgp_china_career.0001.a
add_character_modifier = {
modifier = tgp_merit_boost_modifier
}
}
option = {
name = tgp_china_career.0001.b
add_character_modifier = {
modifier = tgp_influence_boost_modifier
}
}
}
# A Meritorious Path - You advanced/gained a merit rank
tgp_china_career.0010 = {
type = character_event
title = tgp_china_career.0010.t
desc = {
# Intro
first_valid = {
triggered_desc = {
trigger = { merit_level = 1 }
desc = tgp_china_career.0010.first_rank_desc
}
desc = tgp_china_career.0010.higher_rank_desc
}
# Additional descs for ranks granting access to new tiers
first_valid = {
triggered_desc = {
trigger = { merit_level = 2 }
desc = tgp_china_career.0010.duchy_desc
}
triggered_desc = {
trigger = {
merit_level = 5 # This is the highest rank for Meritocratic
government_has_flag = government_is_celestial
}
desc = tgp_china_career.0010.kingdom_desc
}
triggered_desc = {
trigger = { merit_level = 7 }
desc = tgp_china_career.0010.empire_desc
}
triggered_desc = {
trigger = { has_highest_merit_rank = yes }
desc = tgp_china_career.0010.highest_rank
}
triggered_desc = {
trigger = {
OR = {
merit_level = 3
merit_level = 4
merit_level = 6
merit_level = 8
}
}
desc = tgp_china_career.0010.higher_rank_unspecific
}
}
}
theme = merit
left_portrait = {
character = root
animation = reading
}
# To prevent you from getting multiple events in case you gain several ranks
cooldown = { days = 30 }
trigger = {
}
immediate = {
# Scopes
save_scope_as = merit_char
}
option = {
trigger = { NOT = { merit_level = 1 } }
name = tgp_china_career.0010.aa
add_character_modifier = {
modifier = tgp_higher_ambitions_modifier
years = 10
}
}
option = {
trigger = { NOT = { merit_level = 1 } }
name = tgp_china_career.0010.a
add_stress = miniscule_stress_loss
if = {
limit = {
has_character_modifier = tgp_higher_ambitions_modifier
}
remove_character_modifier = tgp_higher_ambitions_modifier
}
}
option = { # Option for a civil career if you reach your first Merit Rank
trigger = { merit_level = 1 }
name = {
trigger = {
trigger_if = {
limit = {
has_variable = appointment_trait_override
}
var:appointment_trait_override != trait:education_stewardship_1
}
trigger_else = {
NOT = { has_trait_with_flag = civilian_province }
}
}
text = tgp_china_career.0010.b1
}
name = {
trigger = {
trigger_if = {
limit = {
has_variable = appointment_trait_override
}
var:appointment_trait_override = trait:education_stewardship_1
}
trigger_else = {
has_trait_with_flag = civilian_province
}
}
text = tgp_china_career.0010.b2
}
if = {
limit = {
trigger_if = {
limit = {
has_variable = appointment_trait_override
}
var:appointment_trait_override != trait:education_stewardship_1
}
trigger_else = {
NOT = { has_trait_with_flag = civilian_province }
}
}
custom_tooltip = {
text = change_to_civilian_career_desc
set_variable = {
name = appointment_trait_override
value = trait:education_stewardship_1
}
}
}
else = {
custom_tooltip = keep_civilian_career_desc
}
add_stress = miniscule_stress_loss
}
option = { # Option for a military career if you reach your first Merit Rank
trigger = { merit_level = 1 }
name = {
trigger = {
trigger_if = {
limit = {
has_variable = appointment_trait_override
}
var:appointment_trait_override != trait:education_martial_1
}
trigger_else = {
NOT = { has_trait_with_flag = military_province }
}
}
text = tgp_china_career.0010.c1
}
name = {
trigger = {
trigger_if = {
limit = {
has_variable = appointment_trait_override
}
var:appointment_trait_override = trait:education_martial_1
}
trigger_else = {
has_trait_with_flag = military_province
}
}
text = tgp_china_career.0010.c2
}
if = {
limit = {
trigger_if = {
limit = {
has_variable = appointment_trait_override
}
var:appointment_trait_override != trait:education_martial_1
}
trigger_else = {
NOT = { has_trait_with_flag = military_province }
}
}
custom_tooltip = {
text = change_to_military_career_desc
set_variable = {
name = appointment_trait_override
value = trait:education_martial_1
}
}
}
else = {
custom_tooltip = keep_military_career_desc
}
add_stress = miniscule_stress_loss
}
}
# Hidden event for merit gain on succession
tgp_china_career.0020 = {
hidden = yes
immediate = {
send_interface_toast = {
type = event_toast_effect_good
title = merit_gained_on_succession
left_icon = scope:meritorious_parent
change_merit = {
value = scope:meritorious_parent_merit
multiply = {
value = 0
house ?= {
if = {
limit = { has_house_aspiration_parameter = inherit_merit_bonus_4 }
add = merit_gain_on_succession_4_value
}
else_if = {
limit = { has_house_aspiration_parameter = inherit_merit_bonus_3 }
add = merit_gain_on_succession_3_value
}
else_if = {
limit = { has_house_aspiration_parameter = inherit_merit_bonus_2 }
add = merit_gain_on_succession_2_value
}
else_if = {
limit = { has_house_aspiration_parameter = inherit_merit_bonus_1 }
add = merit_gain_on_succession_1_value
}
}
}
}
}
}
}
# Your Elder has died
tgp_china_career.0030 = {
type = character_event
title = tgp_china_career.0030.t
desc = tgp_china_career.0030.desc
theme = death
left_portrait = {
character = root
animation = grief
}
right_portrait = {
character = scope:deceased_elder
animation = dead
}
lower_left_portrait = {
character = scope:superior_fellow_disciple
animation = map_disbelief
}
lower_right_portrait = {
character = scope:benchmark_new_disciple
animation = disappointed
}
immediate = {
if = {
limit = {
num_of_relation_disciple < disciples_limit_value
any_in_list = {
list = potential_new_disciples
count >= 1
}
}
while = {
limit = {
num_of_relation_disciple < disciples_limit_value
any_in_list = {
list = potential_new_disciples
count >= 1
NOT = {
is_in_list = new_disciples
}
}
}
random_in_list = {
list = potential_new_disciples
limit = {
NOT = {
has_relation_elder = root
}
}
add_to_list = new_disciples # for the tooltip
}
}
random_in_list = {
list = potential_new_disciples
save_scope_as = benchmark_new_disciple
}
}
}
option = {
name = tgp_china_career.0030.a
custom_tooltip = {
text = tgp_china_career.0030.a.tt
open_interaction_window = {
interaction = find_elder_interaction
actor = root
recipient = top_liege
}
}
}
option = {
name = tgp_china_career.0030.b
trigger = {
exists = scope:deceased_elder.house.house_head
this != scope:deceased_elder.house.house_head
}
pay_short_term_gold = {
target = scope:deceased_elder.house.house_head
gold = medium_gold_value
}
scope:deceased_elder.house = {
change_house_relation_effect = {
HOUSE = root.house
VALUE = house_relation_improve_minor_value
REASON = disciple_sent_condolences
CHAR = root
TARGET_CHAR = scope:deceased_elder
TITLE = scope:dummy_gender
}
}
change_merit = minor_merit_gain
add_piety = minor_piety_gain
ai_chance = {
base = 0 # player only
}
}
option = {
name = tgp_china_career.0030.c
trigger = {
exists = scope:superior_fellow_disciple
scope:superior_fellow_disciple = {
opinion = {
target = root
value >= -10
}
}
}
set_elder_relation_effect = {
ELDER = scope:superior_fellow_disciple
DISCIPLE = root
MERIT = medium_merit_gain
}
ai_chance = {
base = 0 # player only
}
}
option = {
name = tgp_china_career.0030.d
trigger = {
any_in_list = {
list = new_disciples
count >= 1
}
}
every_in_list = {
list = new_disciples
set_elder_relation_effect = {
ELDER = root
DISCIPLE = this
MERIT = 0
}
}
change_merit = {
value = 0
add = {
value = medium_merit_gain
multiply = list_size:new_disciples
}
}
add_prestige = minor_prestige_value
ai_chance = {
base = 0 # player only
}
}
}