538 lines
10 KiB
Text
538 lines
10 KiB
Text
namespace = bp2_yearly
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# bp2_yearly.3000 - Asserting yourself in your studies or loafing
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################################
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# What's a Study Day Worth? #
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# by Claudia Baldassi #
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# bp2_yearly.3000 #
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################################
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# Asserting yourself in your studies or loafing
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bp2_yearly.3000 = {
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type = character_event
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content_source = dlc_009
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title = bp2_yearly.3000.t
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desc = {
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first_valid = {
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triggered_desc = {
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trigger = {
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exists = scope:educator
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}
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desc = bp2_yearly.3000.desc
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}
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desc = bp2_yearly.3000.desc_no_educator
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}
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desc = bp2_yearly.3000.desc_ending
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}
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theme = education
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left_portrait = {
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character = root
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animation = boredom
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}
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right_portrait = {
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trigger = { exists = scope:educator }
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character = scope:educator
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animation = personality_rational
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}
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cooldown = { years = 10 } #Should not happen more than once for the same child
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trigger = {
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has_bp2_dlc_trigger = yes
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age >= 8
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is_available_child = yes
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has_education_focus_trigger = yes
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OR = {
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exists = warden
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any_relation = {
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type = guardian
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location = root.location
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}
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exists = liege
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AND = {
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top_liege = this
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employs_court_position = court_tutor_court_position
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}
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any_parent = {
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is_alive = yes
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location = root.location
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}
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}
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}
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weight_multiplier = {
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base = 1
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}
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immediate = {
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if = {
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limit = {
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is_hostage = yes
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location = warden.location
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}
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warden = {
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save_scope_as = educator
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}
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}
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else_if = {
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limit = {
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any_relation = {
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type = guardian
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location = root.location
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}
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}
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random_relation = {
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type = guardian
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limit = {
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location = root.location
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}
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save_scope_as = educator
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}
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}
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else_if = {
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limit = {
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exists = liege
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root.liege = {
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employs_court_position = court_tutor_court_position
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court_position:court_tutor_court_position = { location = root.location }
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}
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}
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root.liege.court_position:court_tutor_court_position = {
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save_scope_as = educator
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}
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}
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else_if = {
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limit = {
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top_liege = this
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employs_court_position = court_tutor_court_position
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court_position:court_tutor_court_position = { location = root.location }
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}
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court_position:court_tutor_court_position = {
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save_scope_as = educator
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}
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}
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else_if = {
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limit = {
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any_parent = {
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is_alive = yes
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location = root.location
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}
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}
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random_parent = {
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limit = {
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is_alive = yes
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location = root.location
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}
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save_scope_as = educator
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}
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}
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else_if = {
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limit = { exists = liege }
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liege = {
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save_scope_as = educator
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}
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}
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}
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# Option A: study hard
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option = {
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name = bp2_yearly.3000.a
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if = {
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limit = {
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has_focus = education_diplomacy
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}
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add_diplomacy_skill = 1
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}
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else_if = {
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limit = {
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has_focus = education_martial
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}
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add_martial_skill = 1
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}
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else_if = {
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limit = {
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has_focus = education_stewardship
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}
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add_stewardship_skill = 1
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}
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else_if = {
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limit = {
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has_focus = education_intrigue
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}
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add_intrigue_skill = 1
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}
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else_if = {
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limit = {
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has_focus = education_learning
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}
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add_learning_skill = 1
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}
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hidden_effect = { education_point_acquisition_effect = yes }
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custom_tooltip = bp2_yearly.3000.a.tt
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stress_impact = {
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base = medium_stress_impact_gain
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diligent = medium_stress_impact_loss
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lazy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = diligent
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add = 100
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}
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modifier = {
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has_trait = lazy
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add = -100
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}
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modifier = {
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has_trait = curious
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add = 100
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}
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modifier = {
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has_trait = pensive
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add = 150
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}
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}
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}
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# Option B: study a bit
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option = {
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name = bp2_yearly.3000.b
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hidden_effect = { education_point_acquisition_effect = yes }
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custom_tooltip = bp2_yearly.3000.a.tt
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stress_impact = {
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base = minor_stress_impact_gain
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diligent = minor_stress_impact_loss
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lazy = minor_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = diligent
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add = 50
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}
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modifier = {
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has_trait = lazy
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add = -50
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}
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modifier = {
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has_trait = curious
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add = 50
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}
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modifier = {
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has_trait = pensive
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add = 75
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}
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}
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}
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# Option C: play
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option = {
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name = bp2_yearly.3000.c
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add_prowess_skill = 1
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stress_impact = {
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base = minor_stress_impact_loss
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diligent = major_stress_impact_gain
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pensive = major_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = diligent
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add = -100
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}
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modifier = {
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has_trait = lazy
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add = 100
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}
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modifier = {
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has_trait = pensive
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add = -75
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}
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modifier = {
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has_trait = rowdy
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add = 100
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}
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}
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}
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}
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################################
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# SheHe Knows This Room #
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# by Claudia Baldassi #
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# bp2_yearly.3010 #
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################################
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# Child returns home: This home is unfamiliar to me: parent POV
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bp2_yearly.3010 = {
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type = character_event
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content_source = dlc_009
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title = bp2_yearly.3010.t
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desc = bp2_yearly.3010.desc
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theme = hostage
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left_portrait = {
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character = root
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animation = worry
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}
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right_portrait = {
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character = scope:child
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animation = sadness
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}
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override_background = { reference = corridor_day }
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cooldown = { years = 20 }
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trigger = {
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has_bp2_dlc_trigger = yes
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is_available_adult = yes
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is_landless_adventurer = no
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any_child = {
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age >= 12
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location = root.location
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NOT = { has_relation_ward = root } # Your ward grew up here
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any_memory = {
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memory_type = hostage_returned_hostage
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memory_age_years <= 1
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}
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any_memory = {
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memory_type = hostage_created_hostage
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memory_age_years >= 6
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}
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}
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}
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weight_multiplier = {
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base = 1
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modifier = {
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add = 1
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has_trait = compassionate
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}
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}
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immediate = {
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# for the responding event
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save_scope_as = parent
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random_child = {
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limit = {
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any_memory = {
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memory_type = hostage_returned_hostage
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memory_age_years <= 1
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}
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any_memory = {
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memory_type = hostage_created_hostage
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memory_age_years >= 6
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}
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age >= 12
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location = root.location
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}
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save_scope_as = child
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}
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}
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# Option A: I wanna help
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option = {
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name = bp2_yearly.3010.a
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scope:child = {
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add_character_flag = helpful_parent_flag
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add_opinion = {
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target = scope:parent
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modifier = feel_accepted_opinion
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opinion = 20
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}
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trigger_event = bp2_yearly.3011
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}
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stress_impact = {
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callous = medium_stress_impact_gain
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fickle = medium_stress_impact_gain
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paranoid = medium_stress_impact_gain
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content = minor_stress_impact_gain
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lazy = minor_stress_impact_gain
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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 B: he'll manage
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option = {
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name = bp2_yearly.3010.b
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scope:child = {
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add_opinion = {
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target = root
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modifier = ignored_opinion
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opinion = -15
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}
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scope:child = { trigger_event = bp2_yearly.3011 }
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}
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stress_impact = {
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compassionate = medium_stress_impact_gain
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gregarious = medium_stress_impact_gain
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family_first = medium_stress_impact_gain
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patient = medium_stress_impact_gain
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}
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ai_chance = {
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base = 100
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modifier = {
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has_trait = callous
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add = 50
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}
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}
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}
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}
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# Child returns home: This home is unfamiliar to me: child POV
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bp2_yearly.3011 = {
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type = character_event
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content_source = dlc_009
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title = bp2_yearly.3011.t
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desc = {
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desc = bp2_yearly.3011.desc
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first_valid = {
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triggered_desc = {
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trigger = {
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has_character_flag = helpful_parent_flag
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}
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desc = bp2_yearly.3011.desc_parent
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}
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desc = bp2_yearly.3011.desc_no_parent
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}
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}
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theme = hostage
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left_portrait = {
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character = root
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animation = sadness
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}
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right_portrait = {
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character = scope:parent
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animation = worry
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}
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override_background = { reference = corridor_day }
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# Option A: accept you're a stranger now
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option = {
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name = bp2_yearly.3011.a
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if = {
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limit = {
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has_character_flag = helpful_parent_flag
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}
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scope:parent = {
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send_interface_toast = {
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title = bp2_yearly.3010.a.tt
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left_icon = scope:child
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scope:child = {
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add_character_modifier = {
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modifier = bp2_stranger_at_home_modifier
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years = 30
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}
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}
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}
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}
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}
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else = {
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add_character_modifier = {
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modifier = bp2_stranger_at_home_modifier
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years = 30
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}
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}
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stress_impact = {
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gregarious = medium_stress_impact_gain
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humble = medium_stress_impact_gain
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patient = minor_stress_impact_gain
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pensive = medium_stress_impact_loss
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bossy = medium_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_vengefulness = 0.5
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}
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modifier = {
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has_trait = pensive
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add = 100
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}
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modifier = {
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has_trait = bossy
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add = 100
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}
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}
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}
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# Option B: try to integrate again
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option = {
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name = bp2_yearly.3011.b
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if = {
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limit = {
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has_character_flag = helpful_parent_flag
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}
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scope:parent = {
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send_interface_toast = {
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title = bp2_yearly.3010.b.tt
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left_icon = scope:child
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scope:child = {
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add_character_modifier = {
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modifier = bp2_stranger_no_more_modifier
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years = 30
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}
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}
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}
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}
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}
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else = {
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add_character_modifier = {
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modifier = bp2_stranger_no_more_modifier
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years = 30
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}
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}
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stress_impact = {
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stubborn = major_stress_impact_gain
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lazy = medium_stress_impact_gain
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reclusive = medium_stress_impact_gain
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arrogant = medium_stress_impact_gain
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wrathful = minor_stress_impact_gain
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impatient = minor_stress_impact_gain
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charming = medium_stress_impact_loss
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curious = medium_stress_impact_loss
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}
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ai_chance = {
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base = 100
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modifier = {
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has_character_flag = helpful_parent_flag
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add = 100
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}
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modifier = {
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has_trait = lazy
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add = -50
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}
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modifier = {
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has_trait = reclusive
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add = -50
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}
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modifier = {
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has_trait = charming
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add = 100
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}
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modifier = {
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has_trait = curious
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add = 100
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}
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ai_value_modifier = {
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ai_energy = -0.5
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}
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}
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}
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after = {
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if = {
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limit = {
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has_character_flag = helpful_parent_flag
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}
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remove_character_flag = helpful_parent_flag
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}
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}
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}
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