N3OW/events/dlc/bp2/bp2_child_of_destiny_events.txt
2026-05-23 20:45:31 -04:00

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Text

namespace = destiny_child
##################################################
# The Child of Destiny
# by Nick Meredith
##################################################
#Lead-in event
destiny_child.0001 = {
type = character_event
content_source = dlc_009
title = destiny_child.0001.t
desc = destiny_child.0001.desc
theme = family
override_background = { reference = corridor_day }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:destiny_child
animation = personality_honorable
}
cooldown = { years = 100 } #Ensure we don't have too many children of destiny!
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
#You are either a parent or guardian of a wondrous child
OR = {
any_warden_hostage = {
age < 14
age > 9
NOR = { #Allowed to be physically weak, but not an idiot
has_trait = intellect_bad
has_trait = dull
}
}
any_child = {
age < 14
age > 9
NOR = { #Allowed to be physically weak, but not an idiot
has_trait = intellect_bad
has_trait = dull
}
save_temporary_scope_as = child_destiny
}
}
}
immediate = {
if = {
limit = {
any_warden_hostage = {
age < 14
age > 9
NOR = {
has_trait = intellect_bad
has_trait = dull
}
}
}
random_warden_hostage = {
limit = {
age < 14
age > 9
NOR = {
has_trait = intellect_bad
has_trait = dull
}
}
save_scope_as = destiny_child
}
}
else = {
random_child = {
limit = {
age < 14
age > 9
NOR = {
has_trait = intellect_bad
has_trait = dull
}
}
save_scope_as = destiny_child
}
}
}
#Yes, I think they are!
option = {
name = destiny_child.0001.a
flavor = destiny_child.0001.a.tt
scope:destiny_child = {
add_character_modifier = {
modifier = bp2_destined_modifier
}
set_variable = {
name = destiny_child
value = scope:destiny_child
}
}
create_story = {
type = story_destiny_child
save_scope_as = story
}
random_owned_story = {
type = story_destiny_child
set_variable = {
name = destiny_child
value = scope:destiny_child
}
}
stress_impact = {
paranoid = minor_stress_impact_gain
content = minor_stress_impact_gain
lazy = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
impatient = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
humble = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 0.5
}
}
}
#What nonsense.
option = {
name = destiny_child.0001.b
scope:destiny_child = {
add_character_modifier = {
modifier = bp2_stifled_potential_modifier
years = 10
}
}
stress_impact = {
paranoid = minor_stress_impact_loss
content = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
impatient = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
diligent = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1
ai_sociability = -0.5
}
}
}
}
#Child is developing physically
destiny_child.1000 = {
type = character_event
content_source = dlc_009
title = destiny_child.1000.t
desc = destiny_child.1000.desc
theme = physical_health
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = admiration
}
right_portrait = {
character = scope:destiny_child
animation = marshal_wooden_sword
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
#Just to make sure it doesn't seem strange
scope:destiny_child = {
NOR = {
has_trait = weak
has_trait = physique_bad
}
}
}
#Yes, continue as you're doing!
option = {
name = destiny_child.1000.a
scope:destiny_child = {
add_trait = strong
add_prowess_skill = 2
}
stress_impact = {
diligent = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
strong = minor_stress_impact_loss
lazy = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 0.5
}
}
}
#Remember to be sensible
option = {
name = destiny_child.1000.b
scope:destiny_child = {
add_trait = athletic
add_martial_skill = 2
}
stress_impact = {
diligent = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
athletic = minor_stress_impact_loss
lazy = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_sociability = -0.5
}
}
}
}
#Child is debating religious scholars
destiny_child.1005 = {
type = character_event
content_source = dlc_009
title = destiny_child.1005.t
desc = destiny_child.1005.desc
theme = learning
override_background = { reference = garden }
left_portrait = {
character = root
animation = personality_zealous
}
right_portrait = {
character = scope:destiny_child
animation = go_to_your_room
}
lower_right_portrait = {
character = scope:realm_priest
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
OR = {
cp:councillor_court_chaplain ?= {
is_available_ai_adult = yes
location = root.location
}
any_court_position_holder = {
type = camp_priest_camp_officer
is_available_ai_adult = yes
location = root.location
}
}
}
immediate = {
cp:councillor_court_chaplain ?= {
save_scope_as = realm_priest
}
if = {
limit = {
NOT = { exists = scope:realm_priest }
}
random_court_position_holder = {
type = camp_priest_camp_officer
save_scope_as = realm_priest
}
}
}
#Really push yourself!
option = {
name = destiny_child.1005.a
if = {
limit = {
scope:destiny_child = {
NOT = {
has_trait = shrewd
}
}
}
scope:destiny_child = {
random = {
chance = 75
add_trait = shrewd
}
}
}
else = {
scope:destiny_child = {
random = {
chance = 75
add_learning_skill = 4
}
}
}
stress_impact = {
diligent = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
zealous = minor_stress_impact_loss
lazy = minor_stress_impact_gain
content = minor_stress_impact_gain
cynical = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
ai_sociability = 0.5
}
}
}
#You should be a warrior first!
option = {
name = destiny_child.1005.b
scope:destiny_child = {
add_learning_skill = -1
add_martial_skill = { 1 2 }
add_prowess_skill = { 1 2 }
}
reverse_add_opinion = {
target = scope:realm_priest
modifier = disappointed_opinion
opinion = -30
}
stress_impact = {
brave = miniscule_stress_impact_loss
cynical = minor_stress_impact_loss
wrathful = miniscule_stress_impact_loss
craven = minor_stress_impact_gain
zealous = medium_stress_impact_gain
calm = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -1
ai_sociability = -0.5
}
}
}
#Keep it up
option = {
name = destiny_child.1005.c
scope:destiny_child = {
add_learning_skill = 2
add_stress = minor_stress_loss
}
stress_impact = {
diligent = miniscule_stress_impact_gain
ambitious = miniscule_stress_impact_gain
zealous = medium_stress_impact_gain
lazy = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
cynical = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_sociability = 1
}
}
}
}
#They offer advice on military strategy
destiny_child.1010 = {
type = character_event
content_source = dlc_009
title = destiny_child.1010.t
desc = destiny_child.1010.desc
theme = martial
override_background = {
reference = study
}
left_portrait = {
character = root
animation = throne_room_one_handed_passive_2
}
right_portrait = {
character = scope:destiny_child
animation = thinking
}
lower_right_portrait = {
character = scope:marshal
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
OR = {
root.cp:councillor_marshal ?= {
location = root.location
is_available_ai_adult = yes
}
any_court_position_holder = {
type = second_camp_officer
is_available_ai_adult = yes
}
}
}
immediate = {
if = {
limit = {
exists = root.cp:councillor_marshal
}
cp:councillor_marshal = {
save_scope_as = marshal
}
}
else = {
random_court_position_holder = {
type = second_camp_officer
save_scope_as = marshal
}
}
}
#Well done! But there is another way...
option = {
name = destiny_child.1010.a
trigger = {
OR = {
martial > 15
has_trait = education_martial_4
has_trait = education_martial_5
}
}
flavor = destiny_child.1010.a.tt
scope:destiny_child = {
add_martial_skill = { 3 5 }
}
stress_impact = {
base = miniscule_stress_impact_loss
brave = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
craven = minor_stress_impact_gain
lazy = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
strategist = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_energy = 1
}
}
}
#My goodness, they're right!
option = {
name = destiny_child.1010.b
trigger = {
NOR = {
martial > 15
has_trait = education_martial_4
}
}
scope:destiny_child = {
add_martial_skill = { 2 4 }
}
stress_impact = {
brave = miniscule_stress_impact_loss
diligent = miniscule_stress_impact_loss
fickle = miniscule_stress_impact_loss
craven = minor_stress_impact_gain
lazy = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
strategist = minor_stress_impact_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = 0.5
ai_honor = 1
}
}
}
#Go over it with me again?
option = {
name = destiny_child.1010.c
scope:destiny_child = {
add_martial_skill = { 1 2 }
}
add_character_modifier = {
modifier = bp2_destiny_tutor_modifier
years = 20
}
add_martial_lifestyle_xp = minor_lifestyle_experience
stress_impact = {
paranoid = minor_stress_impact_loss
content = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
impatient = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
diligent = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_boldness = -1
ai_sociability = 1
}
}
}
}
#You find the child practicing the blade with a knight
destiny_child.1015 = {
type = character_event
content_source = dlc_009
title = destiny_child.1015.t
desc = destiny_child.1015.desc
theme = martial
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = scheme
}
right_portrait = {
character = scope:destiny_child
animation = sword_coup_degrace
}
lower_right_portrait = {
character = scope:knight
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
any_knight = {
location = root.location
is_available_ai_adult = yes
}
}
immediate = {
random_knight = {
limit = {
location = root.location
is_available_ai_adult = yes
}
save_scope_as = knight
}
}
#Push yourself. You must achieve greatness!
option = {
name = destiny_child.1015.a
scope:destiny_child = {
duel = {
skill = prowess
target = scope:knight
50 = { #They push themselves to new heights
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = destiny_child.1015.a.success
send_interface_toast = {
title = destiny_child.1015.a.success
left_icon = root
right_icon = scope:destiny_child
scope:destiny_child = {
add_prowess_skill = { 2 4 }
}
}
}
40 = { #They exert themselves too hard and injure themselves
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = destiny_child.1015.a.failure
send_interface_toast = {
title = destiny_child.1015.a.failure
left_icon = root
right_icon = scope:destiny_child
scope:destiny_child = {
increase_wounds_effect = { REASON = accident }
}
}
}
10 = { #They are woefully short of standards and gain something potentially nasty
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = destiny_child.1015.a.critfailure
send_interface_toast = {
title = destiny_child.1015.a.critfailure
left_icon = root
right_icon = scope:destiny_child
scope:destiny_child = {
random_list = {
1 = {
add_trait = scarred
}
1 = {
add_trait = disfigured
}
1 = {
apply_maimed_trait_and_modifier_effect = yes
}
}
progress_towards_rival_effect = {
REASON = rival_pushed_too_far
CHARACTER = root
OPINION = default_rival_opinion
}
}
}
}
}
}
stress_impact = {
humble = miniscule_stress_impact_loss
content = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
diligent = minor_stress_impact_gain
ambitious = minor_stress_impact_gain
arrogant = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
ai_energy = -0.5
}
}
}
#Here, let me teach you
option = {
name = destiny_child.1015.b
duel = {
skill = prowess
value = high_skill_rating
50 = { #You teach them even better than the knight would
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = destiny_child.1015.b.success
send_interface_toast = {
title = destiny_child.1015.b.success
left_icon = root
right_icon = scope:destiny_child
add_stress = minor_stress_loss
scope:destiny_child = {
add_prowess_skill = { 3 5 }
}
}
}
50 = { #Your skills already pale next to the chosen one's
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = destiny_child.1015.b.failure
send_interface_toast = {
title = destiny_child.1015.b.failure
left_icon = root
right_icon = scope:destiny_child
add_stress = minor_stress_gain
scope:destiny_child = {
add_prowess_skill = -1
}
}
}
}
stress_impact = {
humble = minor_stress_impact_gain
content = minor_stress_impact_gain
lazy = minor_stress_impact_gain
diligent = miniscule_stress_impact_loss
ambitious = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_energy = 1
}
}
}
#Keep at it, you two, and a penny for [knight's] troubles!
option = {
name = destiny_child.1015.c
scope:destiny_child = {
add_prowess_skill = { 1 2 }
}
pay_short_term_gold = {
target = scope:knight
gold = 15
}
reverse_add_opinion = {
target = scope:knight
modifier = grateful_opinion
opinion = 15
}
stress_impact = {
humble = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
generous = miniscule_stress_impact_loss
arrogant = minor_stress_impact_gain
shy = minor_stress_impact_gain
greedy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_greed = -1
}
}
}
}
#They learn from a midwife or physician
destiny_child.1020 = {
type = character_event
content_source = dlc_009
title = destiny_child.1020.t
desc = destiny_child.1020.desc
theme = physical_health
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:destiny_child
animation = throne_room_conversation_1
}
lower_right_portrait = {
character = scope:herbalist
}
lower_left_portrait = {
character = scope:physician
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
#You have a court physician
court_position:court_physician_court_position ?= {
location = root.location
}
#Ensure landed
is_landed = yes
}
immediate = {
court_position:court_physician_court_position = { save_scope_as = physician }
if = {
limit = {
any_courtier_or_guest = {
location = root.location
is_available_ai_adult = yes
has_trait = lifestyle_herbalist
scope:physician != this
}
}
random_courtier_or_guest = {
limit = {
location = root.location
is_available_ai_adult = yes
has_trait = lifestyle_herbalist
scope:physician != this
}
save_scope_as = herbalist
}
}
else = {
create_character = {
template = servant_character
dynasty = none
location = root.capital_province
gender_female_chance = 50
save_scope_as = herbalist
after_creation = {
add_character_flag = created
}
}
scope:herbalist = {
add_trait = lifestyle_herbalist
}
}
}
#Your time with the physician could be time well spent
option = {
name = destiny_child.1020.a
scope:destiny_child = {
add_trait = lifestyle_physician
add_learning_skill = 2
}
stress_impact = {
trusting = minor_stress_impact_gain
paranoid = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 0.5
}
}
}
#Herbalism is an interesting area of research!
option = {
name = destiny_child.1020.b
scope:destiny_child = {
add_trait = lifestyle_herbalist
add_learning_skill = 2
}
stress_impact = {
trusting = miniscule_stress_impact_loss
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 0.5
}
}
}
#Just... don't let it take too much time away from your studies
option = {
name = destiny_child.1020.c
scope:destiny_child = {
random = {
chance = 25
add_trait = lifestyle_herbalist
}
random = {
chance = 25
add_trait = lifestyle_physician
}
random_list = {
1 = {
add_diplomacy_skill = { 1 2 }
}
1 = {
add_martial_skill = { 1 2 }
}
1 = {
add_stewardship_skill = { 1 2 }
}
1 = {
add_intrigue_skill = { 1 2 }
}
}
}
stress_impact = {
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
impatient = miniscule_stress_impact_loss
patient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_honor = 0.5
}
}
}
after = {
scope:herbalist = {
silent_disappearance_ai_if_created_effect = yes
}
}
}
#A great knight has heard of your child's ability and wants to meet them
destiny_child.1025 = {
type = character_event
content_source = dlc_009
title = destiny_child.1025.t
desc = destiny_child.1025.desc
theme = martial
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:famous_knight
animation = jockey_idle
camera = camera_event_horse_right
}
lower_center_portrait = {
character = scope:destiny_child
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
}
immediate = {
create_character = {
template = new_commander_character
dynasty = none
culture = root.culture
faith = root.faith
location = root.location
gender_female_chance = root_soldier_female_chance
save_scope_as = famous_knight
}
hidden_effect = {
scope:famous_knight = {
add_trait = tourney_participant
random_list = {
1 = {
add_trait_xp = {
trait = tourney_participant
track = horse
value = {
integer_range = {
min = 50
max = 75
}
}
}
}
1 = {
add_trait_xp = {
trait = tourney_participant
track = bow
value = {
integer_range = {
min = 50
max = 75
}
}
}
}
1 = {
add_trait_xp = {
trait = tourney_participant
track = foot
value = {
integer_range = {
min = 50
max = 75
}
}
}
}
}
}
}
}
#STAY AWAY!
option = {
name = destiny_child.1025.a
trigger = {
has_trait = paranoid
}
scope:destiny_child = {
add_character_modifier = {
modifier = watchful_modifier
days = watchful_modifier_duration
}
}
reverse_add_opinion = {
target = scope:destiny_child
modifier = disappointed_opinion
opinion = -15
}
reverse_add_opinion = {
target = scope:famous_knight
modifier = annoyed_opinion
opinion = -25
}
stress_impact = {
base = major_stress_impact_loss #Throw Paranoid a bit of a bone
content = miniscule_stress_impact_loss
lazy = miniscule_stress_impact_loss
arrogant = miniscule_stress_impact_loss
ambitious = minor_stress_impact_gain
diligent = minor_stress_impact_gain
humble = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_sociability = -1
}
}
}
#Train them? A wonderful idea!
option = {
name = destiny_child.1025.b
scope:destiny_child = {
add_trait = tourney_participant
}
if = {
limit = {
scope:famous_knight = {
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 70
}
}
}
scope:destiny_child = {
add_trait_xp = {
trait = tourney_participant
track = horse
value = {
integer_range = {
min = 25
max = 75
}
}
}
}
}
else_if = {
limit = {
scope:famous_knight = {
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 70
}
}
}
scope:destiny_child = {
add_trait_xp = {
trait = tourney_participant
track = bow
value = {
integer_range = {
min = 25
max = 75
}
}
}
}
}
else = {
scope:destiny_child = {
add_trait_xp = {
trait = tourney_participant
track = foot
value = {
integer_range = {
min = 25
max = 75
}
}
}
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
diligent = miniscule_stress_impact_loss
lazy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 0.5
}
}
}
#Perhaps the knight can stay?
option = {
name = destiny_child.1025.c
add_courtier = scope:famous_knight
scope:destiny_child = {
add_prowess_skill = 1
}
stress_impact = {
generous = miniscule_stress_impact_loss
greedy = minor_stress_impact_gain
gregarious = miniscule_stress_impact_loss
shy = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
ai_sociability = 1
}
}
}
after = {
scope:famous_knight = {
silent_disappearance_ai_effect = yes
}
}
}
#You designate the child as your primary heir
destiny_child.1030 = {
type = character_event
content_source = dlc_009
title = destiny_child.1030.t
desc = destiny_child.1030.desc
theme = family
left_portrait = {
character = root
animation = stress
}
right_portrait = {
character = scope:destiny_child
animation = personality_honorable
}
lower_center_portrait = {
character = scope:current_heir
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Age check
is_available_adult = yes
#Ensure you are actually their liege and they aren't your primary heir
any_heir = {
has_variable = destiny_child
NOT = {
is_primary_heir_of = root
}
}
any_heir = {
is_primary_heir_of = root
NOT = {
has_variable = destiny_child
}
}
#Ensure you can't already just switch 'em
NOT = {
has_realm_law = crown_authority_3
}
}
immediate = {
random_heir = {
limit = {
is_primary_heir_of = root
this != scope:destiny_child
}
save_scope_as = current_heir
}
}
#Try to work them into position
option = {
name = destiny_child.1030.a
trigger = {
OR = {
intrigue > 15
has_trait = schemer
}
}
duel = {
skill = intrigue
value = decent_skill_rating
50 = { #You subtly shift them into position
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = destiny_child.1030.a.success
send_interface_toast = {
title = designate_heir_interaction_notification
left_icon = root
right_icon = scope:destiny_child
set_designated_heir = scope:destiny_child
}
}
50 = { #You fail to do it quietly
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = destiny_child.1030.a.failure
send_interface_toast = {
title = designate_heir_interaction_notification
left_icon = root
right_icon = scope:destiny_child
set_designated_heir = scope:destiny_child
add_tyranny = medium_tyranny_gain
add_prestige = medium_prestige_loss
every_vassal = {
vassal_stance = courtly
custom = every_courtly_vassal
add_opinion = {
modifier = angry_opinion
opinion = -40
target = root
}
}
}
}
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = medium_stress_impact_gain
deceitful = miniscule_stress_impact_loss
honest = minor_stress_impact_gain
patient = minor_stress_impact_loss
impatient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_energy = 0.5
}
}
}
#Designate them your heir
option = {
name = destiny_child.1030.b
set_designated_heir = scope:destiny_child
add_tyranny = medium_tyranny_gain
add_prestige = major_prestige_loss
every_vassal = {
limit = {
NOT = {
has_vassal_stance = courtly
}
}
custom = all_vassals
add_opinion = {
modifier = suspicion_opinion
opinion = -40
target = root
}
}
every_vassal = {
vassal_stance = courtly
custom = every_courtly_vassal
add_opinion = {
modifier = angry_opinion
opinion = -60
target = root
}
}
reverse_add_opinion = {
target = scope:destiny_child
modifier = grateful_opinion
opinion = 35
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
patient = minor_stress_impact_gain
impatient = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
ai_sociability = 0.5
}
}
}
#Leave it as it is
option = {
name = destiny_child.1030.c
flavor = destiny_child.1030.c.tt
if = {
limit = {
scope:current_heir = {
is_ai = yes
}
}
scope:current_heir = {
add_stewardship_skill = { 1 2 }
}
}
scope:destiny_child = {
add_intrigue_skill = { 2 3 }
}
stress_impact = {
ambitious = miniscule_stress_impact_loss
content = minor_stress_impact_gain
patient = miniscule_stress_impact_loss
impatient = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
ai_compassion = 0.5
}
}
}
}
#The destiny child is being fawned over by their peers
destiny_child.1035 = {
type = character_event
content_source = dlc_009
title = destiny_child.1035.t
desc = {
desc = destiny_child.1035.desc
triggered_desc = {
trigger = {
scope:destiny_child = {
NOR = {
is_attracted_to_gender_of = scope:flirter_1
is_attracted_to_gender_of = scope:flirter_2
}
}
}
desc = destiny_child.1035.notinterested
}
triggered_desc = {
trigger = {
scope:destiny_child = {
OR = {
is_attracted_to_gender_of = scope:flirter_1
is_attracted_to_gender_of = scope:flirter_2
}
}
}
desc = destiny_child.1035.interested
}
}
theme = love
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:destiny_child
animation = flirtation
}
lower_center_portrait = {
character = scope:flirter_1
}
lower_right_portrait = {
character = scope:flirter_2
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
#Standard checks check
is_available_adult = yes
location = capital_province #To ensure the pool triggers work
#Make sure destiny child is old enough for this not to be weird
scope:destiny_child = {
age > 12
}
#Ensure landed
is_landed = yes
}
immediate = {
create_character = {
template = servant_character
age = { 12 15 }
dynasty = none
location = root.location
gender_female_chance = scope:destiny_child.marriage_gender_adjusted_female_chance
save_scope_as = flirter_1
}
create_character = {
template = servant_character
age = { 12 15 }
dynasty = none
location = root.location
gender_female_chance = scope:destiny_child.marriage_gender_adjusted_female_chance
save_scope_as = flirter_2
}
hidden_effect = { #Tooltip doesn't like this for some reason
scope:flirter_1 = {
set_relation_crush = scope:destiny_child
}
scope:flirter_2 = {
set_relation_crush = scope:destiny_child
}
}
}
#Destiny child seems taken with the first one!
option = {
name = destiny_child.1035.a
trigger = {
scope:destiny_child = {
is_attracted_to_gender_of = scope:flirter_1
}
}
if = {
limit = {
scope:destiny_child = {
AND = {
number_of_personality_traits < childhood_personality_trait_gain_limit
NOR = {
has_trait = lustful
has_trait = chaste
}
}
}
}
random = {
chance = 50
scope:destiny_child = {
add_trait = lustful
}
}
}
add_courtier = scope:flirter_1
scope:destiny_child = {
set_relation_crush = scope:flirter_1
}
reverse_add_opinion = {
target = scope:flirter_1
modifier = grateful_opinion
opinion = 35
}
stress_impact = {
lustful = miniscule_stress_impact_loss
chaste = minor_stress_impact_gain
compassionate = miniscule_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_sociability = 1
}
}
}
#Destiny child seems taken with the second one!
option = {
name = destiny_child.1035.b
trigger = {
scope:destiny_child = {
is_attracted_to_gender_of = scope:flirter_2
}
}
if = {
limit = {
scope:destiny_child = {
AND = {
number_of_personality_traits < childhood_personality_trait_gain_limit
NOR = {
has_trait = lustful
has_trait = chaste
}
}
}
}
random = {
chance = 50
scope:destiny_child = {
add_trait = lustful
}
}
}
add_courtier = scope:flirter_2
scope:destiny_child = {
set_relation_crush = scope:flirter_2
}
reverse_add_opinion = {
target = scope:flirter_2
modifier = grateful_opinion
opinion = 35
}
stress_impact = {
lustful = miniscule_stress_impact_loss
chaste = minor_stress_impact_gain
compassionate = miniscule_stress_impact_loss
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_sociability = 1
}
}
}
#It's good that you don't let it get to you
option = {
name = destiny_child.1035.c
trigger = {
scope:destiny_child = {
NOR = {
is_attracted_to_gender_of = scope:flirter_1
is_attracted_to_gender_of = scope:flirter_2
}
}
}
if = {
limit = {
scope:destiny_child = {
AND = {
number_of_personality_traits < childhood_personality_trait_gain_limit
NOR = {
has_trait = diligent
has_trait = lazy
}
}
}
}
random = {
chance = 75
scope:destiny_child = {
add_trait = diligent
}
}
}
reverse_add_opinion = {
target = scope:destiny_child
modifier = confusedly_appreciative_opinion
opinion = 20
}
stress_impact = {
base = miniscule_stress_impact_loss
lustful = minor_stress_impact_gain
chaste = miniscule_stress_impact_loss
callous = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
ai_compassion = 1
}
}
}
#Kid, you gotta concentrate!
option = {
name = destiny_child.1035.d
flavor = destiny_child.1035.d.tt
if = {
limit = {
scope:destiny_child = {
AND = {
number_of_personality_traits < childhood_personality_trait_gain_limit
NOR = {
has_trait = lustful
has_trait = chaste
}
}
}
}
random = {
chance = 50
scope:destiny_child = {
add_trait = chaste
}
}
}
random = {
chance = 25
scope:destiny_child = {
add_diplomacy_skill = 1
}
}
random = {
chance = 25
scope:destiny_child = {
add_stewardship_skill = 1
}
}
random = {
chance = 25
scope:destiny_child = {
add_learning_skill = 1
}
}
reverse_add_opinion = {
target = scope:destiny_child
modifier = disappointed_opinion
opinion = -15
}
stress_impact = {
lustful = medium_stress_impact_gain
chaste = minor_stress_impact_loss
compassionate = minor_stress_impact_gain
callous = miniscule_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
ai_sociability = -1
}
}
}
after = {
scope:flirter_1 = {
silent_disappearance_ai_effect = yes
}
scope:flirter_2 = {
silent_disappearance_ai_effect = yes
}
}
}
#Destiny child becomes an adult
destiny_child.9999 = {
type = character_event
content_source = dlc_009
title = destiny_child.9999.t
desc = destiny_child.9999.desc
theme = family
left_portrait = {
character = root
animation = admiration
}
right_portrait = {
character = scope:destiny_child
animation = personality_honorable
}
override_background = { reference = council_chamber }
trigger = {
has_bp2_dlc_trigger = yes
}
immediate = {
if = {
limit = {
scope:destiny_child = {
has_character_modifier = bp2_destined_modifier
}
}
scope:destiny_child = {
remove_character_modifier = bp2_destined_modifier
}
}
random_owned_story = {
type = story_destiny_child
end_story = yes
}
}
#End story cycle
option = {
name = destiny_child.9999.a
scope:destiny_child = {
add_character_modifier = bp2_tool_of_fate_modifier
}
scope:destiny_child = {
add_diplomacy_skill = { 2 4 }
add_martial_skill = { 2 4 }
add_stewardship_skill = { 2 4 }
add_intrigue_skill = { 2 4 }
add_learning_skill = { 2 4 }
}
scope:destiny_child = { remove_variable = destiny_child }
stress_impact = {
base = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
}