603 lines
13 KiB
Text
603 lines
13 KiB
Text
##########################
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# NATURAL DISASTER CONTRACT EVENTS
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##########################
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namespace = tgp_natural_disaster_contract_event
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### Food Shortage
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tgp_natural_disaster_contract_event.0001 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0001.t
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desc = tgp_natural_disaster_contract_event.0001.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_food_shortage
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = natural_disaster_contract_destination
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}
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0001.a
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custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
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governor_contract_travel_or_progress_effect = {
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DESTINATION = scope:natural_disaster_contract_destination
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ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0002
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0001.b
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scope:ongoing_contract = {
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complete_task_contract = failure_standard
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}
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ai_chance = {
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base = 0
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}
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}
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}
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tgp_natural_disaster_contract_event.0002 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0002.t
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desc = tgp_natural_disaster_contract_event.0002.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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override_background = {
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reference = ruined_holding
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_food_shortage
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = ongoing_destination
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}
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}
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generate_governance_outcome_effect = { OPTIONS = 4 }
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}
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option = { # Special governor trait option
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name = tgp_natural_disaster_contract_event.0002.a
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trigger = {
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has_trait = governor # To show that the trait unlocks the option
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exists = scope:governance_option_a
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}
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scope:ongoing_contract = {
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complete_task_contract = distribution_of_food
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}
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ai_chance = {
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base = 200
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0002.b
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trigger = { exists = scope:governance_option_b }
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scope:ongoing_contract = {
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complete_task_contract = pay_from_own_pocket
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0002.c
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trigger = { exists = scope:governance_option_c }
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scope:ongoing_contract = {
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complete_task_contract = haggle_with_merchants
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}
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duel = {
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skill = stewardship
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value = decent_skill_rating
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0002.c.tt.success
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scope:ongoing_contract ?= {
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complete_task_contract = haggle_with_merchants
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0002.c.tt.failure
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scope:ongoing_contract ?= {
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complete_task_contract = haggle_with_merchants_failure
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}
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}
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}
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ai_chance = {
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base = 50
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0002.d
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trigger = { exists = scope:governance_option_d }
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scope:ongoing_contract = {
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complete_task_contract = demand_food_from_nobles
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}
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ai_chance = {
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base = 80
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}
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}
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}
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### Destroyed by Nature
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tgp_natural_disaster_contract_event.0005 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0005.t
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desc = tgp_natural_disaster_contract_event.0005.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_ravaged_buildings
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = natural_disaster_contract_destination
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}
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0005.a
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custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
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governor_contract_travel_or_progress_effect = {
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DESTINATION = scope:natural_disaster_contract_destination
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ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0006
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0005.b
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scope:ongoing_contract = {
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complete_task_contract = failure_standard
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}
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ai_chance = {
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base = 0
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}
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}
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}
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tgp_natural_disaster_contract_event.0006 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0006.t
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desc = tgp_natural_disaster_contract_event.0006.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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override_background = {
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reference = ruined_holding
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_ravaged_buildings
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = ongoing_destination
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}
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}
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generate_governance_outcome_effect = { OPTIONS = 4 }
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}
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option = { # Special governor trait option
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name = tgp_natural_disaster_contract_event.0006.a
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trigger = {
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has_trait = governor # To show that the trait unlocks the option
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exists = scope:governance_option_a
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}
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scope:ongoing_contract = {
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complete_task_contract = rebuild_settlement
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}
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ai_chance = {
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base = 200
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0006.b
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trigger = { exists = scope:governance_option_b }
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scope:ongoing_contract = {
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complete_task_contract = temporary_shelters
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0006.c
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trigger = { exists = scope:governance_option_c }
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duel = {
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skills = { martial stewardship }
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value = decent_skill_rating
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0006.c.tt.desc.success
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scope:ongoing_contract = {
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complete_task_contract = remove_debris
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0006.c.tt.desc.failure
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scope:ongoing_contract = {
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complete_task_contract = remove_debris_failure
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}
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}
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}
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ai_chance = {
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base = 80
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0006.d
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trigger = { exists = scope:governance_option_d }
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scope:ongoing_contract = {
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complete_task_contract = labor_exchange
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}
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ai_chance = {
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base = 50
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}
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}
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}
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### Treating the Innocents
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tgp_natural_disaster_contract_event.0010 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0010.t
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desc = tgp_natural_disaster_contract_event.0010.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_medieval_medicine
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = natural_disaster_contract_destination
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}
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0010.a
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custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
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governor_contract_travel_or_progress_effect = {
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DESTINATION = scope:natural_disaster_contract_destination
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ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0011
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0010.b
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scope:ongoing_contract = {
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complete_task_contract = failure_standard
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}
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ai_chance = {
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base = 0
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}
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}
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}
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tgp_natural_disaster_contract_event.0011 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0011.t
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desc = tgp_natural_disaster_contract_event.0011.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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override_background = {
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reference = ruined_holding
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_medieval_medicine
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = ongoing_destination
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}
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}
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generate_governance_outcome_effect = { OPTIONS = 4 }
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}
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option = { # Special governor trait option
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name = tgp_natural_disaster_contract_event.0011.a
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trigger = {
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has_trait = governor # To show that the trait unlocks the option
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exists = scope:governance_option_a
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}
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scope:ongoing_contract = {
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complete_task_contract = assisting_physician
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}
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ai_chance = {
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base = 200
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0011.b
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trigger = { exists = scope:governance_option_b }
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duel = {
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skill = learning
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value = decent_skill_rating
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0011.b.tt.success
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scope:ongoing_contract = {
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complete_task_contract = medical_assistance
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0011.b.tt.failure
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scope:ongoing_contract = {
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complete_task_contract = medical_assistance_failure
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}
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}
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}
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ai_chance = {
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base = 50
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0011.c
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trigger = { exists = scope:governance_option_c }
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scope:ongoing_contract = {
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complete_task_contract = prayers_to_the_people
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0011.d
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trigger = { exists = scope:governance_option_d }
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scope:ongoing_contract = {
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complete_task_contract = better_pay_up
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}
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ai_chance = {
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base = 100
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}
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}
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}
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### Provisional Relocation
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tgp_natural_disaster_contract_event.0015 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0015.t
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desc = tgp_natural_disaster_contract_event.0015.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_disaster_displacement
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = natural_disaster_contract_destination
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}
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0015.a
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custom_tooltip = tgp_natural_disaster_travel_to_contract_destination
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governor_contract_travel_or_progress_effect = {
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DESTINATION = scope:natural_disaster_contract_destination
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ARRIVAL_EVENT = tgp_natural_disaster_contract_event.0016
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0015.b
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scope:ongoing_contract = {
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complete_task_contract = failure_standard
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}
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ai_chance = {
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base = 0
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}
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}
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}
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tgp_natural_disaster_contract_event.0016 = {
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type = character_event
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title = tgp_natural_disaster_contract_event.0016.t
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desc = tgp_natural_disaster_contract_event.0016.desc
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theme = disaster
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left_portrait = {
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character = root
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animation = stress
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}
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override_background = {
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reference = ruined_holding
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}
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immediate = {
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# Save the contract
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random_character_active_contract = {
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limit = {
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has_task_contract_type = tgp_disaster_displacement
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}
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save_scope_as = ongoing_contract
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# Save the location
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task_contract_location = {
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save_scope_as = ongoing_destination
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}
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}
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generate_governance_outcome_effect = { OPTIONS = 4 }
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}
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option = { # Special governor trait option
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name = tgp_natural_disaster_contract_event.0016.a
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trigger = {
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has_trait = governor # To show that the trait unlocks the option
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exists = scope:governance_option_a
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}
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duel = {
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skill = martial
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value = decent_skill_rating
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0016.a.tt.desc.success
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scope:ongoing_contract = {
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complete_task_contract = deployed_troops
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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desc = tgp_natural_disaster_contract_event.0016.a.tt.desc.failure
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scope:ongoing_contract = {
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complete_task_contract = deployed_troops_failure
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}
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}
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}
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ai_chance = {
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base = 200
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0016.b
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trigger = { exists = scope:governance_option_b }
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scope:ongoing_contract = {
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complete_task_contract = setting_an_example
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}
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ai_chance = {
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base = 80
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}
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}
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option = {
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name = tgp_natural_disaster_contract_event.0016.c
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trigger = { exists = scope:governance_option_c }
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scope:ongoing_contract = {
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complete_task_contract = confiscate_for_personal_inspection
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}
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ai_chance = {
|
|
base = 50
|
|
}
|
|
}
|
|
option = {
|
|
name = tgp_natural_disaster_contract_event.0016.d
|
|
trigger = { exists = scope:governance_option_d }
|
|
scope:ongoing_contract = {
|
|
complete_task_contract = paying_off_the_looters
|
|
}
|
|
ai_chance = {
|
|
base = 100
|
|
}
|
|
}
|
|
}
|