320 lines
6.6 KiB
Text
320 lines
6.6 KiB
Text
namespace = tgp_travel_danger_events
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#You encounter an orphan while traveling trough an area struck by natural disaster
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tgp_travel_danger_events.0001 = {
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type = character_event
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title = tgp_travel_danger_events.0001.t
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desc = {
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desc = tgp_travel_danger_events.0001.intro
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#Triggered desc based on success
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first_valid = {
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triggered_desc ={
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trigger = {
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location = {
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county = {
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any_county_situation = {
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situation_type = natural_disaster_flood
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}
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}
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}
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}
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desc = tgp_travel_danger_events.0001.flood
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}
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triggered_desc ={
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trigger = {
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location = {
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county = {
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any_county_situation = {
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situation_type = natural_disaster_earthquake
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}
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}
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}
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}
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desc = tgp_travel_danger_events.0001.earthquake
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}
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}
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desc = tgp_travel_danger_events.0001.desc
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}
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theme = travel_danger
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override_background = {
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trigger = {
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location = {
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geographical_region = world_asia
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county = {
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any_county_situation = {
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situation_type = natural_disaster_earthquake
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}
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}
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}
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}
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reference = tgp_ruined_holding
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}
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override_background = {
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trigger = {
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location = {
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geographical_region = world_asia
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county = {
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any_county_situation = {
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situation_type = natural_disaster_flood
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}
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}
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}
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}
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reference = tgp_overflowing_river
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}
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override_background = {
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trigger = {
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location = {
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NOT = { geographical_region = world_asia }
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county = {
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any_county_situation = {
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situation_type = natural_disaster_earthquake
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}
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}
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}
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}
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reference = burning_building
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}
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override_background = {
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trigger = {
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location = {
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NOT = { geographical_region = world_asia }
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county = {
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any_county_situation = {
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situation_type = natural_disaster_flood
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}
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}
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}
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}
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reference = bp3_riverside
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}
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override_effect_2d = {
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trigger = { scope:disaster_situation = { situation_type = natural_disaster_earthquake } }
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reference = smoke
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}
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override_effect_2d = {
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trigger = { scope:disaster_situation = { situation_type = natural_disaster_flood } }
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reference = rain
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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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has_trait_benevolent_trigger = yes
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}
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animation = stunned
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}
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triggered_animation = {
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trigger = {
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has_trait_malicious_trigger = yes
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}
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animation = dismissal
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}
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animation = disbelief
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camera = camera_event_scheme_left
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}
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right_portrait = {
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character = scope:peasant_character_child
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animation = sadness
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camera = camera_event_right_pointing_left
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}
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cooldown = { years = 20 }
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trigger = {
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is_location_valid_for_travel_event_on_land = yes
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is_available_travelling_adult = yes
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location = {
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county = {
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any_county_situation = {
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tgp_natural_disaster_situation_is_disaster_trigger = yes
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}
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}
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}
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}
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immediate = {
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location.county = {
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random_county_situation = {
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limit = {
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tgp_natural_disaster_situation_is_disaster_trigger = yes
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}
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save_scope_as = disaster_situation
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}
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}
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if = {
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limit = {
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any_pool_character = {
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province = root.location
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age = { 8 12 }
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has_trait = diligent
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faith = root.location.faith
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culture = root.location.culture
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}
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}
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random_pool_character = {
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province = root.location
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limit = {
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age = { 8 12 }
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has_trait = diligent
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faith = root.location.faith
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culture = root.location.culture
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}
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save_scope_as = peasant_character_child
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}
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}
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else = {
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create_character = {
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template = peasant_child_character
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age = { 8 12 }
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trait = diligent
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faith = root.location.faith
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culture = root.location.culture
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location = root.location
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save_scope_as = peasant_character_child
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}
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}
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scope:peasant_character_child = {
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remove_character_flag ?= peasant_outfit
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}
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}
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#Send men to clear the rubble
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option = {
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name = tgp_travel_danger_events.0001.a
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current_travel_plan = {
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delay_travel_plan = { days = 10 }
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}
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if = {
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limit = {
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government_allows = merit
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}
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change_merit = medium_merit_gain
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}
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else = {
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add_prestige = medium_prestige_gain
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}
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stress_impact = {
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impatient = medium_stress_impact_gain
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compassionate = medium_stress_impact_loss
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}
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scope:peasant_character_child = {
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if = {
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limit = {
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is_pool_character = no
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}
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silent_disappearance_ai_effect = yes
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}
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = 1
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ai_vengefulness = -1
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}
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modifier = {
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factor = 0
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has_trait = impatient
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}
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}
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}
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#Take the child on as a ward
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option = {
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name = tgp_travel_danger_events.0001.b
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trigger = {
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num_of_relation_ward < 2
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}
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show_as_tooltip = { add_courtier = scope:peasant_character_child }
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hidden_effect = {
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scope:peasant_character_child = {
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add_to_court_and_entourage_effect = yes
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}
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}
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scope:peasant_character_child = { set_relation_guardian = root }
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if = {
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limit = {
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root.current_travel_plan = {
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any_entourage_character = { has_trait = compassionate }
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}
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}
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root.current_travel_plan = {
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every_entourage_character = {
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custom = custom.every_compassionate_entourage_character
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limit = { has_trait = compassionate }
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add_opinion = {
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target = root
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modifier = impressed_by_kindness
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opinion = 15
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}
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}
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}
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}
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if = {
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limit = { faith = { trait_is_virtue = compassionate } }
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add_piety = medium_piety_gain
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}
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stress_impact = {
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callous = major_stress_impact_gain
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sadistic = major_stress_impact_gain
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compassionate = major_stress_impact_loss
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = 1
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ai_vengefulness = -1
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}
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modifier = {
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factor = 5
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has_trait = compassionate
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}
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modifier = {
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factor = 5
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OR = {
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has_trait = wrathful
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has_trait = callous
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has_trait = sadistic
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}
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}
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}
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}
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#Ignore the child
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option = {
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name = tgp_travel_danger_events.0001.c
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current_travel_plan ?= {
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add_destination_progress = { days = 5 }
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}
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scope:peasant_character_child = {
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if = {
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limit = {
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is_pool_character = no
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}
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silent_disappearance_ai_effect = yes
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}
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}
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stress_impact = {
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compassionate = major_stress_impact_gain
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impatient = major_stress_impact_loss
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}
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ai_chance = {
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base = 100
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ai_value_modifier = {
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ai_compassion = -1
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ai_vengefulness = 1
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}
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modifier = {
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factor = 0
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has_trait = compassionate
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}
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}
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}
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}
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