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