N3OW/events/dlc/bp2/bp2_yearly_4.txt
2026-05-23 20:45:31 -04:00

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Text

namespace = bp2_yearly
bp2_yearly.4000 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.4000.t
desc = bp2_yearly.4000.desc
theme = pregnancy
override_background = { reference = bedchamber }
left_portrait = {
character = root
animation = newborn
}
lower_center_portrait = {
character = scope:char_father
}
lower_right_portrait = {
character = scope:char_mother
}
trigger = {
has_bp2_dlc_trigger = yes
is_playable_character = yes
is_available_adult = yes
is_physically_able_adult = yes
any_memory = {
memory_type = first_born
}
any_memory = {
count = 2
memory_type = relative_died
any_memory_participant = {
is_parent_of = root
}
has_variable = childhood_memory
}
any_child = {
count = 1
}
}
immediate = {
random_child = {
save_scope_as = first_babby
}
father = {
save_scope_as = char_father
}
mother = {
save_scope_as = char_mother
}
}
weight_multiplier = {
base = 1
}
option = { # I promise, I will not abandon you, my child
name = bp2_yearly.4000.a
trigger = {
NOR = {
has_trait = callous
has_trait = sadistic
has_trait = cynical
}
}
flavor = bp2_yearly.4000.a.flavor
add_character_modifier = {
modifier = parental_conviction
years = 10
}
stress_impact = {
base = medium_stress_gain
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_honor = tiny_chance_impact_positive_ai_value
ai_compassion = tiny_chance_impact_positive_ai_value
}
}
}
option = { #the world is harsh and cruel, how sad
name = bp2_yearly.4000.b
trigger = {
NOT = {
has_trait = compassionate
}
}
flavor = bp2_yearly.4000.b.flavor
stress_impact = {
base = medium_stress_loss
cynical = minor_stress_loss
callous = minor_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = tiny_chance_impact_negative_ai_value
ai_compassion = tiny_chance_impact_negative_ai_value
}
}
}
option = { #religious option
name = bp2_yearly.4000.c
add_piety = medium_piety_gain
stress_impact = {
zealous = medium_stress_loss
patient = minor_stress_loss
cynical = medium_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4001 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.4001.t
desc = bp2_yearly.4001.desc
theme = prison
override_background = { reference = dungeon }
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:imprisoned_murderer
animation = prisondungeon
override_imprisonment_visuals = yes
triggered_outfit = {
remove_default_outfit = no
outfit_tags = { beggar_rags }
}
}
lower_center_portrait = {
character = scope:murdered_relative
}
trigger = {
has_bp2_dlc_trigger = yes
any_memory = {
memory_type = relative_died
any_memory_participant = {
exists = this.killer
killer = {
is_imprisoned_by = root
}
}
has_variable = childhood_memory
}
}
immediate = {
random_memory = {
memory_type = relative_died
limit = {
has_variable = childhood_memory
any_memory_participant = {
killer = {
is_imprisoned_by = root
}
}
}
random_memory_participant = {
save_scope_as = murdered_relative
}
}
scope:murdered_relative.killer = {
save_scope_as = imprisoned_murderer
}
}
option = { #haha, kill the prisoner, gain vengeful, gain piety if vengeful is a virtue
name = bp2_yearly.4001.a
execute_prisoner_effect = {
VICTIM = scope:imprisoned_murderer
EXECUTIONER = root
}
if = {
limit = {
NOR = {
has_trait = vengeful
number_of_personality_traits > 3
}
}
random_list = {
25 = {
add_trait = vengeful
}
75 = {
}
}
}
else_if = {
limit = {
has_trait = vengeful
}
add_character_modifier = {
modifier = delayed_justive_stress
years = 10
}
}
if = {
limit = {
root.faith = {
trait_is_virtue = vengeful
}
}
add_character_modifier = {
modifier = delayed_justice_piety
years = 10
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = medium_chance_impact_positive_ai_value
ai_compassion = medium_chance_impact_negative_ai_value
}
}
}
option = { #show mercy, add compassionate, release the prisoner, gain piety if compassionate is a virtue
name = bp2_yearly.4001.b
scope:imprisoned_murderer = { release_from_prison = yes }
if = {
limit = {
NOR = {
has_trait = forgiving
number_of_personality_traits > 3
}
}
random_list = {
25 = {
add_trait = forgiving
}
75 = {
}
}
}
else_if = {
limit = {
has_trait = forgiving
}
add_character_modifier = {
modifier = delayed_justive_stress
years = 10
}
}
if = {
limit = {
root.faith = {
trait_is_virtue = forgiving
}
}
add_character_modifier = {
modifier = delayed_justice_piety
years = 10
}
}
ai_chance = {
base = 0
ai_value_modifier = {
ai_vengefulness = medium_chance_impact_negative_ai_value
ai_compassion = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4002 = { #drunkard
type = character_event
content_source = dlc_009
title = bp2_yearly.4002.t
desc = bp2_yearly.4002.desc
theme = healthcare
override_background = { reference = bp1_wine_cellar }
left_portrait = {
character = root
animation = drink
}
lower_center_portrait = {
character = scope:first_aa_relative
}
lower_right_portrait = {
character = scope:second_aa_relative
}
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
has_trait = drunkard
any_memory = {
count >= 2
memory_type = relative_died
has_variable = childhood_memory
any_memory_participant = {
death_reason = death_drinking_passive
}
}
}
immediate = {
random_memory = {
memory_type = relative_died
limit = {
has_variable = childhood_memory
any_memory_participant = {
death_reason = death_drinking_passive
}
}
random_memory_participant = {
save_scope_as = first_aa_relative
}
}
random_memory = {
memory_type = relative_died
limit = {
has_variable = childhood_memory
any_memory_participant = {
death_reason = death_drinking_passive
this != scope:first_aa_relative
}
}
random_memory_participant = {
save_scope_as = second_aa_relative
}
}
}
weight_multiplier = {
base = 1
}
option = { #aaah, alcoholism bad
name = bp2_yearly.4002.a
remove_trait = drunkard
add_character_modifier = {
modifier = drinking_stop
years = 5
}
stress_impact = {
base = major_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_rationality = tiny_chance_impact_positive_ai_value
}
}
}
option = { #drink more
name = bp2_yearly.4002.b
stress_impact = {
base = medium_stress_loss
}
add_character_modifier = {
modifier = drinking_binge
years = 5
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_rationality = tiny_chance_impact_negative_ai_value
}
}
}
}
bp2_yearly.4003 = { #became a ruler at young age
type = character_event
content_source = dlc_009
title = bp2_yearly.4003.t
desc = bp2_yearly.4003.desc
theme = realm
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:child_ruler
animation = worry
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
highest_held_title_tier >= tier_duchy
any_held_title = {
count > 1
title_tier = county
is_landless_type_title = no
}
any_memory = {
memory_type = ascended_throne_memory
has_variable = childhood_memory
save_temporary_scope_as = throne_memory_temp
root = {
any_child = {
age >= 10
age = {
value = root.age
subtract = scope:throne_memory_temp.memory_age_years
}
root = {
has_relation_ward = prev
}
is_landed = no
save_temporary_scope_as = child_ruler_temp
}
}
memory_age_years = {
value = root.age
subtract = scope:child_ruler_temp.age
}
}
}
immediate = {
random_held_title = {
title_tier = county
limit = {
this != root.capital_county
is_landless_type_title = no
}
save_scope_as = giveaway_county
}
random_memory = {
memory_type = ascended_throne_memory
limit = {
has_variable = childhood_memory
save_temporary_scope_as = throne_memory_temp
root = {
any_child = {
age = {
value = root.age
subtract = scope:throne_memory_temp.memory_age_years
}
root = {
has_relation_ward = prev
}
is_landed = no
save_temporary_scope_as = child_ruler_temp
}
}
memory_age_years = {
value = root.age
subtract = scope:child_ruler_temp.age
}
}
save_scope_as = throne_memory
}
random_child = {
limit = {
age >= 10
age = {
value = root.age
subtract = scope:throne_memory.memory_age_years
}
root = {
has_relation_ward = prev
}
is_landed = no
}
save_scope_as = child_ruler
}
}
weight_multiplier = {
base = 1
}
option = { #nah, child will learn more by my side
name = bp2_yearly.4003.b
scope:child_ruler = {
add_opinion = {
modifier = thankful_opinion
opinion = 20
target = root
}
stress_impact = {
base = medium_stress_loss
}
}
random_list = {
5 = {
send_interface_toast = {
title = bp2_yearly.4003.t
left_icon = scope:child_ruler
scope:child_ruler = {
add_stewardship_skill = 2
}
}
}
5 = {
send_interface_toast = {
title = bp2_yearly.4003.t
left_icon = scope:child_ruler
scope:child_ruler = {
add_stewardship_skill = 1
}
}
}
}
stress_impact = {
compassionate = minor_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = tiny_chance_impact_positive_ai_value
}
}
}
option = { #yes, give away
name = bp2_yearly.4003.a
create_title_and_vassal_change = {
type = granted
save_scope_as = title_change
add_claim_on_loss = no
}
scope:giveaway_county = {
change_title_holder = {
holder = scope:child_ruler
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
scope:child_ruler = {
add_opinion = {
modifier = abandoned_opinion
opinion = -20
target = root
}
stress_impact = {
base = minor_stress_gain
}
}
send_interface_toast = {
title = bp2_yearly.4003.t
left_icon = scope:child_ruler
scope:child_ruler = {
add_stewardship_skill = 4
}
}
stress_impact = {
compassionate = minor_stress_gain
callous = minor_stress_loss
}
ai_chance = {
base = 0
}
}
option = { #can't afford to lose my county!
name = bp2_yearly.4003.c
add_character_modifier = {
modifier = focused_on_realm
years = 4
}
ai_chance = {
base = 200
ai_value_modifier = {
ai_greed = tiny_chance_impact_positive_ai_value
ai_rationality = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4010 = { #child parent is at least Illustrious
type = character_event
content_source = dlc_009
title = bp2_yearly.4010.t
desc = bp2_yearly.4010.desc
theme = crown
left_portrait = {
character = root
animation = admiration
}
right_portrait = {
character = scope:famous_parent
animation = personality_honorable
}
cooldown = {
years = 50
}
#Fired from on_death for parent, which also saves:
#scope:famous_parent
#var:parent_fame_lvl
trigger = {
NOR = { #double safeguard that only one event chain can happen
has_character_flag = bp2_prestige_piety_chain
government_has_flag = government_is_mandala
}
}
immediate = {
add_character_flag = bp2_prestige_piety_chain
}
option = { #humble switch to arrogant
trigger = {
has_trait = humble
}
name = bp2_yearly.4010.a
remove_trait = humble
add_trait = arrogant
stress_impact = {
base = major_stress_gain
}
add_character_modifier = {
modifier = famed_parent_lvl_1
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4011
years = { 2 4 }
}
}
ai_chance = { #don't want too many AI, stressed, arrogant chars, do we
base = 0
}
}
option = { #yeah, you go papa! I will be like you one day!
trigger = {
NOR = {
has_trait = content
has_trait = humble
}
}
name = bp2_yearly.4010.b
add_character_modifier = {
modifier = famed_parent_lvl_1
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
}
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4011
years = { 2 4 }
}
}
}
option = { #it's fine I guess
trigger = {
NOR = {
has_trait = ambitious
has_trait = arrogant
}
}
name = bp2_yearly.4010.c
add_character_modifier = {
modifier = famed_parent_opt_out_base
years = 10
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
}
}
}
}
bp2_yearly.4011 = { #the parent has been dead for a while
type = character_event
content_source = dlc_009
title = bp2_yearly.4011.t
desc = bp2_yearly.4011.desc
theme = crown
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = arrogant
has_trait = ambitious
}
}
animation = personality_bold
}
triggered_animation = {
trigger = {
always = yes
}
animation = grief
}
}
lower_right_portrait = {
character = scope:famous_dead_parent
}
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
any_memory = {
memory_type = famed_parent_became_very_famous
any_memory_participant = {
is_alive = no
}
}
has_variable = parent_fame_lvl
has_character_modifier = famed_parent_lvl_1
}
immediate = {
random_memory = {
memory_type = famed_parent_became_very_famous
random_memory_participant = {
save_scope_as = famous_dead_parent
}
}
remove_character_modifier = famed_parent_lvl_1
}
on_trigger_fail = {
#If the trigger fails because we were not an available adult we queue the event again.
if = {
limit = {
is_available_adult = yes
}
trigger_event = {
id = bp2_yearly.4011
days = 180
}
}
}
option = { #how sad, time to get out from the shadow
trigger = {
var:parent_fame_lvl > prestige_level
}
name = bp2_yearly.4011.a
add_character_modifier = {
modifier = famed_parent_lvl_2
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4012
years = { 2 3 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
}
}
}
option = { #actually, I am content. opt out from chain
trigger = {
var:parent_fame_lvl > prestige_level
NOR = {
has_trait = arrogant
has_trait = ambitious
}
}
name = bp2_yearly.4011.b
add_character_modifier = {
modifier = famed_parent_opt_out_base
years = 10
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
}
}
}
option = { # I am as good as parent and I am content. opt out from the chain
trigger = {
var:parent_fame_lvl <= prestige_level
NOR = {
has_trait = ambitious
has_trait = arrogant
}
}
name = bp2_yearly.4011.c
add_character_modifier = {
modifier = famed_parent_opt_out_base
years = 10
}
stress_impact = {
base = medium_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
}
}
}
option = { # I am as good as parent but I can be better!
trigger = {
var:parent_fame_lvl <= prestige_level
}
name = bp2_yearly.4011.d
stress_impact = {
base = minor_stress_gain
ambitious = minor_stress_loss
arrogant = minor_stress_loss
}
add_character_modifier = {
modifier = famed_parent_lvl_2
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4012
years = { 1 2 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4012 = { #prestige vibe check
type = character_event
content_source = dlc_009
title = bp2_yearly.4012.t
desc = bp2_yearly.4012.desc
theme = crown
left_portrait = {
character = root
animation = personality_bold
}
lower_right_portrait = {
character = scope:dead_famous_parent
}
immediate = {
remove_character_modifier = famed_parent_lvl_2
}
option = { #there is still much to do
trigger = {
var:parent_fame_lvl > prestige_level
}
name = bp2_yearly.4012.a
stress_impact = {
base = minor_stress_gain
ambitious = minor_stress_gain
arrogant = minor_stress_gain
}
add_character_modifier = {
modifier = famed_parent_lvl_3
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4013
years = { 2 3 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
}
}
}
option = { #ah, why bother
trigger = {
var:parent_fame_lvl > prestige_level
NOR = {
has_trait = ambitious
has_trait = arrogant
}
}
name = bp2_yearly.4012.b
add_character_modifier = {
modifier = famed_parent_opt_out_base
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
}
}
}
option = { #I am as good as parent and I am content. opt out from the chain. Ambitious can opt out
trigger = {
var:parent_fame_lvl <= prestige_level
}
name = bp2_yearly.4012.c
stress_impact = {
base = minor_stress_loss
ambitious = medium_stress_gain
arrogant = medium_stress_gain
}
add_character_modifier = {
modifier = famed_parent_opt_out_base
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
}
}
}
option = { #moaaar prestige
trigger = {
var:parent_fame_lvl <= prestige_level
}
name = bp2_yearly.4012.d
stress_impact = {
base = minor_stress_gain
ambitious = minor_stress_loss
arrogant = minor_stress_loss
}
add_character_modifier = {
modifier = famed_parent_lvl_3
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4013
years = { 1 2 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4013 = { #conclusion
type = character_event
content_source = dlc_009
title = bp2_yearly.4013.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
var:parent_fame_lvl > prestige_level
}
desc = bp2_yearly.4013.desc_failure
}
triggered_desc = {
trigger = {
var:parent_fame_lvl <= prestige_level
}
desc = bp2_yearly.4013.desc_success
}
}
}
theme = crown
left_portrait = {
character = root
triggered_animation = {
trigger = {
var:parent_fame_lvl <= prestige_level
}
animation = ecstasy
}
triggered_animation = {
trigger = {
var:parent_fame_lvl > prestige_level
}
animation = shame
}
}
lower_right_portrait = {
character = scope:dead_famous_parent
}
immediate = {
remove_character_modifier = famed_parent_lvl_3
}
option = { #you are kinda failure, even after trying so hard, you get stress
trigger = {
var:parent_fame_lvl > prestige_level
}
name = bp2_yearly.4013.a
stress_impact = {
base = medium_stress_gain
ambitious = medium_stress_gain
arrogant = medium_stress_gain
}
ai_chance = {
base = 100 #if this option shows, it is the only one
}
}
option = { #you have succeeded, now chill
name = bp2_yearly.4013.b
trigger = {
var:parent_fame_lvl <= prestige_level
}
stress_impact = {
base = medium_stress_loss
ambitious = major_stress_gain
arrogant = major_stress_gain
}
add_character_modifier = {
modifier = famed_parent_opt_out_advanced
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
}
modifier = {
factor = 0
has_trait = ambitious
}
modifier = {
factor = 0
has_trait = arrogant
}
}
}
option = { #you have succeeded, MOAR PRESTIGE
name = bp2_yearly.4013.c
trigger = {
var:parent_fame_lvl <= prestige_level
}
stress_impact = {
base = medium_stress_gain
ambitious = medium_stress_loss
arrogant = medium_stress_loss
}
add_character_modifier = {
modifier = famed_parent_conclusion
}
ai_chance = {
base = 0
modifier = {
add = 100
has_trait = ambitious
}
modifier = {
add = 100
has_trait = arrogant
}
}
}
}
bp2_yearly.4020 = { #child parent is at least Devoted Icon
type = character_event
content_source = dlc_009
title = bp2_yearly.4020.t
desc = bp2_yearly.4020.desc
theme = faith
left_portrait = {
character = root
animation = admiration
}
right_portrait = {
character = scope:pious_parent
animation = personality_zealous
}
#Fired from on_death which also provides:
#scope:pious_parent
#parent_piety_lvl
trigger = {
NOR = { #double safeguard that only one event chain can happen
has_character_flag = bp2_prestige_piety_chain
government_has_flag = government_is_mandala
}
}
immediate = {
add_character_flag = bp2_prestige_piety_chain
}
option = { #yeah, you go papa! I will be like you one day!
trigger = {
NOR = {
has_trait = content
has_trait = cynical
}
}
name = bp2_yearly.4020.b
add_character_modifier = {
modifier = pious_parent_lvl_1
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
ai_zeal = tiny_chance_impact_positive_ai_value
}
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4021
years = { 2 4 }
}
}
}
option = { #it's fine I guess
trigger = {
NOR = {
has_trait = ambitious
has_trait = zealous
}
}
name = bp2_yearly.4020.c
add_character_modifier = {
modifier = pious_parent_opt_out_base
years = 10
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
ai_zeal = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4021 = { #the parent has been dead for a while
type = character_event
content_source = dlc_009
title = bp2_yearly.4021.t
desc = bp2_yearly.4021.desc
theme = faith
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = ambitious
has_trait = zealous
}
}
animation = personality_zealous
}
triggered_animation = {
trigger = {
always = yes
}
animation = grief
}
}
lower_right_portrait = {
character = scope:pious_dead_parent
}
trigger = {
has_bp2_dlc_trigger = yes
is_available_adult = yes
has_variable = parent_piety_lvl
has_character_modifier = pious_parent_lvl_1
}
on_trigger_fail = {
#If it failed because we were not available we queue the event again.
if = {
limit = {
is_available_adult = no
}
trigger_event = {
id = bp2_yearly.4021
days = 180
}
}
}
immediate = {
random_memory = {
memory_type = pious_parent_became_very_pious
random_memory_participant = {
save_scope_as = pious_dead_parent
}
}
remove_character_modifier = pious_parent_lvl_1
}
option = { #how sad, time to get out from the shadow
trigger = {
var:parent_piety_lvl > piety_level
}
name = bp2_yearly.4021.a
add_character_modifier = {
modifier = pious_parent_lvl_2
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4022
years = { 2 3 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
ai_zeal = tiny_chance_impact_positive_ai_value
}
}
}
option = { #actually, I am content. opt out from chain
trigger = {
var:parent_piety_lvl > piety_level
NOR = {
has_trait = ambitious
has_trait = zealous
}
}
name = bp2_yearly.4021.b
add_character_modifier = {
modifier = pious_parent_opt_out_base
years = 10
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
ai_zeal = tiny_chance_impact_negative_ai_value
}
}
}
option = { # I am as good as parent and I am content. opt out from the chain
trigger = {
var:parent_piety_lvl <= piety_level
NOR = {
has_trait = ambitious
has_trait = zealous
}
}
name = bp2_yearly.4021.c
stress_impact = {
base = medium_stress_loss
}
add_character_modifier = {
modifier = pious_parent_opt_out_base
years = 10
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
ai_zeal = tiny_chance_impact_negative_ai_value
}
}
}
option = { # I am as good as parent but I can be better!
trigger = {
var:parent_piety_lvl <= piety_level
}
name = bp2_yearly.4021.d
stress_impact = {
base = minor_stress_gain
ambitious = medium_stress_loss
zealous = medium_stress_loss
}
add_character_modifier = {
modifier = pious_parent_lvl_2
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4022
years = { 1 2 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
ai_zeal = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4022 = { #piety vibe check
type = character_event
content_source = dlc_009
title = bp2_yearly.4022.t
desc = bp2_yearly.4022.desc
theme = faith
left_portrait = {
character = root
animation = personality_zealous
}
lower_right_portrait = {
character = scope:pious_dead_parent
}
immediate = {
remove_character_modifier = pious_parent_lvl_2
}
option = { #there is still much to do
trigger = {
var:parent_piety_lvl > piety_level
}
name = bp2_yearly.4022.a
stress_impact = {
base = minor_stress_gain
ambitious = minor_stress_gain
zealous = minor_stress_gain
}
add_character_modifier = {
modifier = pious_parent_lvl_3
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4023
years = { 2 3 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
ai_zeal = tiny_chance_impact_positive_ai_value
}
}
}
option = { #ah, why bother
trigger = {
var:parent_piety_lvl > piety_level
NOR = {
has_trait = ambitious
has_trait = zealous
}
}
name = bp2_yearly.4022.b
add_character_modifier = {
modifier = pious_parent_opt_out_base
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
ai_zeal = tiny_chance_impact_negative_ai_value
}
}
}
option = { #I am as good as parent and I am content. opt out from the chain. Ambitious can opt out
trigger = {
var:parent_piety_lvl <= piety_level
}
name = bp2_yearly.4022.c
stress_impact = {
base = minor_stress_loss
ambitious = major_stress_gain
zealous = major_stress_gain
}
add_character_modifier = {
modifier = pious_parent_opt_out_base
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
ai_Zeal = tiny_chance_impact_negative_ai_value
}
}
}
option = { #moaaar piety
trigger = {
var:parent_piety_lvl <= piety_level
}
name = bp2_yearly.4022.d
stress_impact = {
base = minor_stress_gain
ambitious = minor_stress_loss
zealous = minor_stress_loss
}
add_character_modifier = {
modifier = pious_parent_lvl_3
}
hidden_effect = {
trigger_event = {
id = bp2_yearly.4023
years = { 1 2 }
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_boldness = tiny_chance_impact_positive_ai_value
ai_zeal = tiny_chance_impact_positive_ai_value
}
}
}
}
bp2_yearly.4023 = { #conclusion
type = character_event
content_source = dlc_009
title = bp2_yearly.4023.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
var:parent_piety_lvl > piety_level
}
desc = bp2_yearly.4023.desc_failure
}
triggered_desc = {
trigger = {
var:parent_piety_lvl <= piety_level
}
desc = bp2_yearly.4023.desc_success
}
}
}
theme = crown
left_portrait = {
character = root
triggered_animation = {
trigger = {
var:parent_piety_lvl <= piety_level
}
animation = ecstasy
}
triggered_animation = {
trigger = {
var:parent_piety_lvl > piety_level
}
animation = shame
}
}
lower_right_portrait = {
character = scope:dead_pious_parent
}
immediate = {
remove_character_modifier = pious_parent_lvl_3
}
option = { #you are kinda failure, even after trying so hard, you get stress
trigger = {
var:parent_piety_lvl > piety_level
}
name = bp2_yearly.4023.a
stress_impact = {
base = medium_stress_gain
ambitious = minor_stress_gain
zealous = minor_stress_gain
}
ai_chance = {
base = 100 #if this option shows, it is the only one
}
}
option = { #you have succeeded, now chill
name = bp2_yearly.4023.b
trigger = {
var:parent_piety_lvl <= piety_level
}
stress_impact = {
base = medium_stress_loss
ambitious = medium_stress_gain
zealous = medium_stress_gain
}
add_character_modifier = {
modifier = pious_parent_opt_out_advanced
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_boldness = tiny_chance_impact_negative_ai_value
ai_zeal = tiny_chance_impact_negative_ai_value
}
modifier = {
factor = 0
has_trait = ambitious
}
modifier = {
factor = 0
has_trait = zealous
}
}
}
option = { #you have succeeded, MOAR PIETY
name = bp2_yearly.4023.c
trigger = {
var:parent_piety_lvl <= piety_level
}
stress_impact = {
base = medium_stress_gain
ambitious = medium_stress_loss
zealous = medium_stress_loss
}
add_character_modifier = {
modifier = pious_parent_conclusion
}
ai_chance = {
base = 0
modifier = {
add = 100
has_trait = ambitious
}
modifier = {
add = 100
has_trait = zealous
}
}
}
}
bp2_yearly.4030 = { #While commanding army in winter province, you are struck with first sunlight memory from childhood
type = character_event
content_source = dlc_009
title = bp2_yearly.4030.t
desc = bp2_yearly.4030.desc
content_source = dlc_009
theme = war
override_background = { reference = ep2_hunt_snowy_forest }
widget = {
gui = "event_window_widget_vfx_snow"
container = "foreground_shader_vfx_container"
}
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:frosty_knight
animation = anger
}
cooldown = { years = 20 }
trigger = {
has_bp2_dlc_trigger = yes
exists = scope:army
is_playable_character = yes #Not for mercenaries
is_in_army = yes
commanding_army ?= scope:army
location ?= {
has_province_modifier = winter_harsh_modifier
trigger_if = {
limit = { exists = county }
county.holder.top_liege != root.top_liege
}
}
any_knight = {
is_in_army = yes
location = root.location
}
}
immediate = {
location = {
save_scope_as = winter_location
}
random_knight = {
limit = {
is_in_army = yes
location = root.location
}
save_scope_as = frosty_knight
}
}
option = { #warm yourself with memories
name = bp2_yearly.4030.a
add_character_modifier = {
modifier = memory_of_sunlight_personal
years = 4
}
stress_impact = {
base = minor_stress_loss
shy = medium_stress_loss
}
ai_chance = {
base = 50
ai_value_modifier = {
ai_honor = tiny_chance_impact_negative_ai_value
}
}
}
option = { #speech, speech, speech!
name = bp2_yearly.4030.b
flavor = bp2_yearly.4030.b.flavor
add_character_modifier = {
modifier = memory_of_sunlight_shared
years = 4
}
stress_impact = {
shy = minor_stress_gain
brave = minor_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = tiny_chance_impact_positive_ai_value
}
}
}
option = { #winter soldier
trigger = {
has_trait = winter_soldier
}
name = bp2_yearly.4030.c
send_interface_toast = {
title = bp2_yearly.4030.c.tt
left_icon = root
random_list = {
1 = {
add_martial_skill = 1
}
1 = {
add_prowess_skill = 2
}
1 = {
add_martial_lifestyle_xp = medium_lifestyle_xp
}
}
}
ai_chance = {
base = 400
}
}
}
bp2_yearly.4031 = { #you where imprisoned as a child, and guess what? You are imprisoned as an adult. Congratulations!
type = character_event
content_source = dlc_009
title = bp2_yearly.4031.t
content_source = dlc_009
desc = {
desc = bp2_yearly.4031.desc_first
first_valid = {
triggered_desc = {
trigger = {
scope:new_imp != scope:old_imp
}
desc = bp2_yearly.4031.desc_base
}
triggered_desc = {
trigger = {
scope:new_imp = scope:old_imp
}
desc = bp2_yearly.4031.desc_same_captor
}
}
desc = bp2_yearly.4031.desc_last
}
theme = prison
override_background = {
trigger = {
OR = {
scope:bg_override_char = { has_government = landless_adventurer_government }
is_in_prison_type = dungeon
}
}
reference = dungeon
}
override_background = {
trigger = {
NOR = {
scope:bg_override_char = { has_government = landless_adventurer_government }
is_in_prison_type = dungeon
}
}
reference = relaxing_room
}
left_portrait = {
character = root
triggered_animation = {
trigger = { is_in_prison_type = house_arrest }
animation = prisonhouse
}
triggered_animation = {
trigger = { is_in_prison_type = dungeon }
animation = prisondungeon
}
override_imprisonment_visuals = yes
}
lower_left_portrait = scope:old_imp
lower_right_portrait = {
character = scope:imprisoner
trigger = {
scope:imprisoner != scope:old_imp
}
}
cooldown = { years = 10 }
trigger = {
has_bp2_dlc_trigger = yes
is_imprisoned = yes
any_memory = {
memory_type = imprisoned
has_variable = childhood_memory
}
}
immediate = {
imprisoner = {
save_scope_as = new_imp
save_scope_as = bg_override_char
}
random_memory = {
memory_type = imprisoned
limit = {
has_variable = childhood_memory
}
random_memory_participant = {
save_scope_as = old_imp
}
}
}
option = { #use that memory to escape
name = bp2_yearly.4031.a
flavor = bp2_yearly.4031.a.flavor
add_character_modifier = {
modifier = childhood_prison_escape
years = 10
}
custom_tooltip = bp2_yearly.4031.a.ct
stress_impact = {
brave = minor_stress_loss
stubborn = minor_stress_loss
impatient = minor_stress_loss
arrogant = minor_stress_loss
patient = minor_stress_gain
craven = minor_stress_gain
paranoid = minor_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
}
}
}
option = { #use that memory to endure
name = bp2_yearly.4031.b
flavor = bp2_yearly.4031.b.flavor
add_character_modifier = {
modifier = childhood_prison_endure
years = 10
}
stress_impact = {
patient = minor_stress_loss
craven = minor_stress_loss
trusting = minor_stress_loss
humble = minor_stress_loss
impatient = minor_stress_gain
brave = minor_stress_gain
stubborn = minor_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
}
}
}
}
bp2_yearly.4032 = {
type = character_event
content_source = dlc_009
title = bp2_yearly.4032.t
desc = bp2_yearly.4032.desc
content_source = dlc_009
theme = hostage
left_portrait = {
character = root
animation = grief
}
right_portrait = {
character = scope:hostage_kiddo
animation = jockey_idle
camera = camera_event_horse_right
}
#Fired from on_hostage_taken which also saves:
#scope:hostage_kiddo
#scope:childhood_hostage_memory
immediate = {
add_character_flag = bp2_hostage_blues
var:hostage_mem = {
memory_participant:home_court = {
save_scope_as = tru_papa
}
memory_participant:warden = {
save_scope_as = new_papa
}
}
var:hostage_kid = {
save_scope_as = hostage_kiddo
}
}
option = { #Dynasty Motto child!
name = bp2_yearly.4032.a
dynasty = {
add_dynasty_prestige = minor_dynasty_prestige_gain
}
scope:hostage_kiddo = {
add_opinion = {
target = root
modifier = abandoned_opinion
opinion = -20
}
}
stress_impact = {
compassionate = medium_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_negative_ai_value
ai_rationality = tiny_chance_impact_positive_ai_value
}
}
}
option = { #You will return, as I did
name = bp2_yearly.4032.b
scope:hostage_kiddo = {
add_character_modifier = {
modifier = generational_hostage
years = 8
}
}
stress_impact = {
compassionate = medium_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = tiny_chance_impact_positive_ai_value
ai_rationality = tiny_chance_impact_positive_ai_value
}
}
}
after = {
remove_variable = hostage_mem
remove_variable = hostage_kid
}
}