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

1626 lines
36 KiB
Text

namespace = tgp_japan_general
#tgp_japan_general.9001 = {
# type = character_event
# title = tgp_japan_general.9001.t
# desc = tgp_japan_general.9001.desc
# theme = realm
#
# immediate = {
# }
#
# option = {
# name = tgp_japan_general.9001.a
# }
#}
#
#tgp_japan_general.9010 = {
# type = character_event
# title = tgp_japan_general.9010.t
# desc = tgp_japan_general.9010.desc
# theme = realm
#
# immediate = {
# }
#
# option = {
# name = tgp_japan_general.9010.a
# }
#}
# INSTALL BLOC OUTCOME
scripted_trigger tgp_japan_general_8800_trigger = {
is_adult = yes
is_ruler = no
is_clergy = no
is_faith_dominant_gender = yes
is_incapable = no
is_lowborn = no
save_temporary_scope_as = potential_temp
root = {
any_held_title = {
count = 0
place_in_line_of_succession = {
target = scope:potential_temp
value <= 3
}
}
}
NOR = {
scope:potential_temp = root.player_heir
scope:potential_temp = root.primary_heir
scope:family_1 ?= scope:potential_temp
scope:family_2 ?= scope:potential_temp
scope:family_3 ?= scope:potential_temp
scope:fallback_1 ?= scope:potential_temp
scope:fallback_2 ?= scope:potential_temp
scope:fallback_3 ?= scope:potential_temp
trigger_if = {
limit = { exists = scope:potential_temp.house }
OR = {
scope:fallback_1.house ?= scope:potential_temp.house
scope:fallback_2.house ?= scope:potential_temp.house
}
}
}
}
scripted_effect tgp_japan_general_8800_scope_effect = {
if = {
limit = { exists = scope:$NAME$_2 }
save_scope_as = $NAME$_3
}
else_if = {
limit = { exists = scope:$NAME$_1 }
save_scope_as = $NAME$_2
}
else = { save_scope_as = $NAME$_1 }
tgp_japan_general_8800_portrait_effect = yes
}
scripted_effect tgp_japan_general_8800_portrait_effect = {
if = {
limit = { exists = scope:portrait_3 }
# early out
}
else_if = {
limit = { exists = scope:portrait_2 }
save_scope_as = portrait_3
add_to_list = potential_list
}
else_if = {
limit = { exists = scope:portrait_1 }
save_scope_as = portrait_2
add_to_list = potential_list
}
else = {
save_scope_as = portrait_1
add_to_list = potential_list
}
}
scripted_effect tgp_japan_general_8800_grant_effect = {
save_scope_as = recipient
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = yes
}
#As this is just a county conquest, simply grab the designated county.
every_in_list = {
list = target_titles
change_title_holder = {
holder = scope:recipient
change = scope:change
}
}
if = {
limit = {
root.liege = { is_independent_ruler = no }
}
change_liege = {
liege = root.liege
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
root = {
if = {
limit = {
can_add_hook = {
target = scope:recipient
type = loyalty_hook
}
}
add_hook = {
target = scope:recipient
type = loyalty_hook
}
}
}
scope:recipient = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 25
}
if = {
limit = {
NOT = { government_has_flag = government_is_japan_feudal }
}
change_government = japan_feudal_government
}
if = {
limit = { is_house_head = no }
custom_tooltip = {
text = tgp_japan_general.8800.cadet_tt
add_character_flag = found_cadet_branch
trigger_event = tgp_japan_decision.9001
}
}
house = {
tgp_join_house_bloc_effect = {
INVITER = root.house
OPINION = flag:yes
}
set_variable = {
name = bloc_expansion_won_forced_membership_var
years = 5
}
save_scope_as = new_house
}
root.house = {
switch = {
trigger = has_house_aspiration_parameter
ceremony_cheaper_feasts = { #Ceremony
scope:new_house = {
set_house_aspiration = {
type = ceremony
level = 1
}
}
}
determination_spymaster_task_find_secrets_efficiency = { #Determination
scope:new_house = {
scope:new_house = {
set_house_aspiration = {
type = determination
level = 1
}
}
}
}
unlocks_japanese_manor_shrine = { #Humility
scope:new_house = {
scope:new_house = {
set_house_aspiration = {
type = humility
level = 1
}
}
}
}
unlocks_japanese_manor_brewery = { #Prosperity
scope:new_house = {
scope:new_house = {
set_house_aspiration = {
type = prosperity
level = 1
}
}
}
}
service_house_improved_educator_outcome_chance = { #Service
scope:new_house = {
scope:new_house = {
set_house_aspiration = {
type = service
level = 1
}
}
}
}
unlocks_japanese_manor_armory = { #Strength
scope:new_house = {
scope:new_house = {
set_house_aspiration = {
type = strength
level = 1
}
}
}
}
}
}
}
every_in_list = {
list = potential_list
limit = {
NOT = { this = scope:recipient }
}
custom = tgp_japan_general_8800_custom
add_opinion = {
target = scope:recipient
modifier = annoyed_opinion
opinion = -15
}
}
}
tgp_japan_general.8800 = {
type = character_event
title = tgp_japan_general.8800.t
desc = tgp_japan_general.8800.desc
theme = war
override_background = { reference = estate }
left_portrait = {
character = root
animation = japanese_war_fan
}
lower_right_portrait = scope:portrait_3
lower_center_portrait = scope:portrait_2
lower_left_portrait = scope:portrait_1
override_background = { reference = throne_room_scope }
immediate = {
save_scope_as = winner
scope:defender = { save_scope_as = loser }
play_sound_effect = "event:/DLC/EP4/SFX/Stingers/Japan/tgp_mx_sting_adopting_feudal_government"
house.house_confederation = {
tgp_bloc_change_cohesion_effect = {
VALUE = 5
ICON = scope:attacker
REASON = install_bloc_member
}
}
every_child = {
limit = { tgp_japan_general_8800_trigger = yes }
add_to_list = potential_family
}
every_sibling = {
limit = { tgp_japan_general_8800_trigger = yes }
add_to_list = potential_family
}
every_close_or_extended_family_member = {
limit = {
OR = {
is_uncle_or_aunt_of = root
is_nibling_of = root
}
tgp_japan_general_8800_trigger = yes
}
add_to_list = potential_family
}
every_close_or_extended_family_member = {
limit = {
is_nibling_of = root
tgp_japan_general_8800_trigger = yes
}
add_to_list = potential_family
}
hidden_effect = {
ordered_in_list = {
list = potential_family
order_by = "opinion(root)"
tgp_japan_general_8800_scope_effect = { NAME = family }
}
}
if = {
limit = { NOT = { exists = scope:portrait_3 } }
every_councillor = {
limit = {
NOT = { is_in_list = potential_family }
tgp_japan_general_8800_trigger = yes
}
add_to_list = potential_fallback
}
every_knight = {
limit = {
NOT = { is_in_list = potential_family }
tgp_japan_general_8800_trigger = yes
}
add_to_list = potential_fallback
}
every_courtier = {
limit = {
NOT = { is_in_list = potential_family }
tgp_japan_general_8800_trigger = yes
}
add_to_list = potential_fallback
}
hidden_effect = {
while = {
count = 3
random_in_list = {
list = potential_fallback
limit = {
is_house_head = yes
tgp_japan_general_8800_trigger = yes
}
alternative_limit = {
tgp_japan_general_8800_trigger = yes
}
weight = {
base = 1
modifier = { add = "opinion(root)" }
modifier = { is_councillor = yes add = 50 }
modifier = { is_knight = yes add = 25 }
}
tgp_japan_general_8800_scope_effect = { NAME = fallback }
}
}
if = {
limit = {
NOT = {
exists = scope:fallback_1
}
}
create_character = {
template = new_warrior_character
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
employer = root
faith = root.faith
culture = root.culture
dynasty = generate
gender_female_chance = root_soldier_female_chance
save_scope_as = fallback_1
}
}
}
}
if = {
limit = { NOT = { exists = scope:portrait_3 } }
hidden_effect = {
while = {
count = 3
random_pool_guest = {
limit = {
is_house_head = yes
tgp_japan_general_8800_trigger = yes
}
alternative_limit = {
tgp_japan_general_8800_trigger = yes
}
weight = {
base = 1
modifier = { add = "opinion(root)" }
}
tgp_japan_general_8800_scope_effect = { NAME = fallback }
}
}
}
}
# EP3 Laamp possibility warning
scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }
}
option = {
name = tgp_japan_general.8800.a
trigger = { exists = scope:family_1 }
scope:family_1 = { tgp_japan_general_8800_grant_effect = yes }
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:family_1
multiplier = 1
}
}
}
option = {
name = tgp_japan_general.8800.b
trigger = { exists = scope:family_2 }
scope:family_2 = { tgp_japan_general_8800_grant_effect = yes }
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:family_2
multiplier = 1
}
}
}
option = {
name = tgp_japan_general.8800.c
trigger = { exists = scope:family_3 }
scope:family_3 = { tgp_japan_general_8800_grant_effect = yes }
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:family_3
multiplier = 1
}
}
}
option = {
name = tgp_japan_general.8800.e
trigger = {
exists = scope:fallback_1
calc_true_if = {
amount < 3
exists = scope:family_1
exists = scope:family_2
exists = scope:family_3
}
}
scope:fallback_1 = { tgp_japan_general_8800_grant_effect = yes }
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:fallback_1
multiplier = 1
}
}
}
option = {
name = tgp_japan_general.8800.f
trigger = {
exists = scope:fallback_2
calc_true_if = {
amount < 3
exists = scope:family_1
exists = scope:family_2
exists = scope:family_3
exists = scope:fallback_1
}
}
scope:fallback_2 = { tgp_japan_general_8800_grant_effect = yes }
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:fallback_2
multiplier = 1
}
}
}
option = {
name = tgp_japan_general.8800.g
trigger = {
exists = scope:fallback_3
calc_true_if = {
amount < 3
exists = scope:family_1
exists = scope:family_2
exists = scope:family_3
exists = scope:fallback_1
exists = scope:fallback_2
}
}
scope:fallback_3 = { tgp_japan_general_8800_grant_effect = yes }
ai_chance = {
base = 10
opinion_modifier = {
opinion_target = scope:fallback_3
multiplier = 1
}
}
}
option = {
name = tgp_japan_general.8800.h
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = yes
}
#As this is just a county conquest, simply grab the designated county.
every_in_list = {
list = target_titles
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
every_in_list = {
list = potential_list
limit = { is_ai = yes }
custom = tgp_japan_general_8800_custom
add_opinion = {
target = root
modifier = annoyed_opinion
opinion = -25
}
}
ai_chance = {
base = 300
modifier = {
domain_limit_available <= 0
factor = 0
}
}
}
}
## NEW CEREMONIAL EMPEROR NOTIFICATION
scripted_effect tgp_new_ceremonial_liege_notification_effect = {
$TITLE$ = {
save_scope_as = ceremonial_title
holder = { save_scope_as = ceremonial_liege }
previous_holder = { save_scope_as = previous_holder }
}
hidden_effect = {
every_player = {
limit = { $TITLE$.var:ceremonial_title.holder.top_liege = top_liege }
send_interface_message = {
type = msg_liege_changed
title = new_ceremonial_liege_message_title
left_icon = scope:ceremonial_liege
right_icon = scope:previous_holder
custom_tooltip = new_ceremonial_liege_message_effect
}
}
}
}
tgp_japan_general.9100 = {
type = character_event
title = tgp_japan_general.9100.t
desc = {
first_valid = {
triggered_desc = {
trigger = { exists = scope:murder }
desc = tgp_japan_general.9100.desc_murdered
}
triggered_desc = {
trigger = {
scope:previous_holder = { is_alive = no }
}
desc = tgp_japan_general.9100.desc_dead
}
triggered_desc = {
trigger = {
scope:previous_holder = top_liege
}
desc = tgp_japan_general.9100.desc_joko
}
desc = tgp_japan_general.9100.desc_alive
}
desc = tgp_japan_general.9100.desc
}
theme = crown
left_portrait = {
character = root
animation = war_over_tie
}
right_portrait = {
character = top_liege
animation = chancellor
trigger = {
NOT = { this = root }
}
}
lower_right_portrait = scope:title.previous_holder
override_background = { reference = throne_room }
trigger = {
exists = scope:previous_holder
scope:title = { exists = var:ceremonial_title }
NOR = {
scope:transfer_type = flag:conquest
scope:transfer_type = flag:conquest_claim
}
}
immediate = {
show_as_tooltip = { get_title = scope:title }
if = {
limit = {
OR = {
any_secret = {
type = secret_murder
secret_target = scope:previous_holder
}
scope:previous_holder ?= {
is_alive = no
killer ?= root
}
}
}
save_scope_value_as = {
name = murder
value = yes
}
}
assign_quirk_effect = yes
scope:title = {
previous_holder ?= { save_scope_as = previous_holder }
save_scope_as = ceremonial_title
holder = {
house = { save_scope_as = ceremonial_house }
save_scope_as = ceremonial_liege
house = { save_scope_as = ceremonial_house }
if = {
limit = { government_is_japanese_trigger = yes }
### REVOKE ALL GOVERNORSHIPS IF TENNO NOT RESTORED
if = {
limit = {
is_independent_ruler = no
NOT = { has_global_variable = tenno_restored }
}
every_held_title = {
limit = {
tier >= tier_county
is_landless_type_title = no
is_noble_family_title = no
NOT = { scope:title ?= this }
}
add_to_list = lost_titles
}
create_title_and_vassal_change = {
type = conquest
save_scope_as = title_change
add_claim_on_loss = no
}
every_in_list = {
list = lost_titles
change_title_holder_include_vassals = {
holder = root.top_liege
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
}
}
### CLEANUP RELEVANT TRAITS
if = {
limit = { has_trait = former_emperor }
remove_trait = former_emperor
}
}
}
tgp_new_ceremonial_liege_notification_effect = { TITLE = scope:title }
}
option = {
name = tgp_japan_general.9100.a
}
}
## BECOME CLOISTRED EMPEROR DECISION FOR CEREMONIAL EMPEROR REGENT
tgp_japan_general.9120 = {
type = character_event
title = tgp_japan_general.9120.t
desc = tgp_japan_general.9120.desc
theme = crown
left_portrait = {
character = root
animation = holding_hu
}
lower_left_portrait = {
character = scope:emperor_player_heir
trigger = { this != title:e_japan.previous_holder }
}
lower_right_portrait = {
character = title:e_japan.previous_holder
}
trigger = {
has_tgp_dlc_trigger = yes
NOR = {
has_global_variable = tenno_restored
var:ascended_throne_reason ?= flag:conquest_claim
var:ascended_throne_reason ?= flag:conquest
}
}
on_trigger_fail = {
trigger_event = tgp_japan_general.9100
}
immediate = {
player_heir = { save_scope_as = emperor_player_heir }
}
# Become Cloistered Emperor
option = {
name = tgp_japan_general.9120.a
japan_clear_flavour_flags_effect = yes
add_character_flag = joko_flag
change_influence = major_influence_gain
if = {
limit = {
NOT = { has_trait = devoted }
}
add_trait = devoted
}
if = {
limit = {
NOT = { has_trait = former_emperor }
}
add_trait = former_emperor
}
create_title_and_vassal_change = {
type = appointment
save_scope_as = title_change
add_claim_on_loss = no
}
title:k_chrysanthemum_throne = {
change_title_holder = {
holder = scope:emperor_player_heir
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
scope:emperor_player_heir = { add_character_flag = ceremonial_liege_flag }
tgp_new_ceremonial_liege_notification_effect = { TITLE = title:k_chrysanthemum_throne }
ai_chance = {
base = 50
}
}
#Option B
option = {
name = tgp_japan_general.9120.b
japan_clear_flavour_flags_effect = yes
add_character_flag = ceremonial_liege_flag
add_prestige = major_prestige_loss
every_vassal = {
custom = custom.every_vassal
add_opinion = {
target = root
modifier = angry_opinion
opinion = -25
}
}
custom_tooltip = tgp_japan_emperor_restoration_decision_faction_effect
ai_chance = {
base = 0
}
}
}
# IMPERIAL POLICY NOTIFICATION
tgp_japan_general.9300 = {
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = { scope:liege = { has_realm_law = defense_mobilization_law } }
desc = tgp_japan_general.9300.t.defense_mobilization_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = disarmament_law } }
desc = tgp_japan_general.9300.t.disarmament_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = isolation_law } }
desc = tgp_japan_general.9300.t.isolation_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = imperial_expansion_law } }
desc = tgp_japan_general.9300.t.imperial_expansion_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = manor_reform_law } }
desc = tgp_japan_general.9300.t.manor_reform_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = bandit_crackdown_law } }
desc = tgp_japan_general.9300.t.bandit_crackdown_law
}
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:liege ?= root
scope:ceremonial_liege != root
}
desc = tgp_japan_general.9300.restored_emperor
}
triggered_desc = {
trigger = {
scope:ceremonial_liege ?= root
scope:liege != root
}
desc = tgp_japan_general.9300.ceremonial_liege
}
triggered_desc = {
trigger = {
scope:ceremonial_liege ?= root
scope:liege = root
}
desc = tgp_japan_general.9300.restored_emperor
}
triggered_desc = {
trigger = { scope:ceremonial_liege != scope:liege }
desc = tgp_japan_general.9300.vassal_ceremonial
}
desc = tgp_japan_general.9300.vassal
}
desc = tgp_japan_general.9300.outro
first_valid = {
triggered_desc = {
trigger = { scope:liege = { has_realm_law = defense_mobilization_law } }
desc = tgp_japan_general.9300.defense_mobilization_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = disarmament_law } }
desc = tgp_japan_general.9300.disarmament_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = isolation_law } }
desc = tgp_japan_general.9300.isolation_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = imperial_expansion_law } }
desc = tgp_japan_general.9300.imperial_expansion_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = manor_reform_law } }
desc = tgp_japan_general.9300.manor_reform_law
}
triggered_desc = {
trigger = { scope:liege = { has_realm_law = bandit_crackdown_law } }
desc = tgp_japan_general.9300.bandit_crackdown_law
}
}
}
theme = crown
left_portrait = {
character = scope:liege
animation = writing
}
right_portrait = {
character = scope:ceremonial_liege
animation = holding_hu
trigger = {
NOT = { this = scope:liege }
}
}
override_background = { reference = throne_room_scope }
immediate = {
play_sound_effect = "event:/DLC/EP4/SFX/Stingers/Japan/tgp_mx_sting_restoring_japanese_emperor"
tgp_save_realm_ceremonial_liege_effect = yes
if = {
limit = { tgp_realm_has_ceremonial_liege_trigger = no }
save_scope_as = ceremonial_liege
save_scope_as = liege
}
scope:ceremonial_liege ?= { save_scope_as = background_throne_room_scope }
scope:liege = {
if = {
limit = { NOT = { exists = scope:background_throne_room_scope } }
save_scope_as background_throne_room_scope
}
}
}
option = {
name = {
trigger = {
scope:liege = { has_realm_law = disarmament_law }
government_has_flag = government_is_japan_feudal
}
text = tgp_japan_general.9300.a.disarmament_soryo
}
name = {
text = tgp_japan_general.9300.a
}
scope:liege = {
show_as_tooltip = {
switch = {
trigger = has_realm_law
defense_mobilization_law = { add_realm_law = defense_mobilization_law }
disarmament_law = { add_realm_law = disarmament_law }
isolation_law = { add_realm_law = isolation_law }
imperial_expansion_law = { add_realm_law = imperial_expansion_law }
manor_reform_law = { add_realm_law = manor_reform_law }
bandit_crackdown_law = { add_realm_law = bandit_crackdown_law }
}
}
}
}
}
#scripted stuff for Eradicate House cb post war events tgp_japan_general.9550
#valid courtiers to kill
scripted_trigger tgp_japan_soryo_eradicate_cb_valid_courtier = {
NOR = {
scope:loser_spouse ?= this
scope:loser_heir ?= this
is_close_family_of = scope:loser
}
}
#valid house members to kill
scripted_trigger tgp_japan_soryo_eradicate_cb_valid_family = {
NOT = {
scope:loser_heir ?= this
}
OR = {
is_close_family_of = scope:loser
is_spouse_of = scope:loser
}
}
#If loser isn't house head (i.e. has no manor), their heir becomes a landless adventurer. If not we move their manor to a friendly lord's land.
scripted_effect tgp_japan_soryo_eradicate_cb_heir_go_to_savior = {
scope:loser_heir ?= {
if = {
limit = {
NOT = {
exists = scope:loser.domicile
}
has_dlc_feature = roads_to_power
}
create_landless_adventurer_title_effect = {
REASON = flag:eradicate
FLAVOR_CHAR = scope:winner
}
}
else = {
custom_tooltip = {
text = tgp_japan_soryo_eradicate_cb_heir_move_manor_to_savior_tt
scope:loser.domicile = {
move_domicile = scope:savior.capital_province
}
}
}
}
}
#If loser successfully flees and isn't house head (i.e. has no manor), they becomes a landless adventurer. If not we move their manor to a friendly lord's land.
scripted_effect tgp_japan_soryo_eradicate_cb_loser_go_to_savior = {
if = {
limit = {
NOT = {
exists = scope:loser.domicile
}
has_dlc_feature = roads_to_power
}
create_landless_adventurer_title_effect = {
REASON = flag:eradicate
FLAVOR_CHAR = scope:winner
}
}
else_if = {
limit = {
exists = scope:savior
}
custom_tooltip = {
text = tgp_japan_soryo_eradicate_cb_heir_move_to_savior_tt
scope:loser.domicile = {
move_domicile = scope:savior.capital_province
}
}
}
else = {
custom_tooltip = {
text = tgp_japan_soryo_eradicate_cb_heir_move_to_cap_tt
scope:loser.domicile = {
move_domicile = scope:loser_heir.top_liege.capital_province
}
}
}
}
#Loser kills loser's family to avoid dishonor
scripted_effect tgp_japan_soryo_eradicate_cb_kill_family = {
scope:loser = {
every_courtier = {
custom = every_close_family_house_member_in_court
custom_tooltip = is_killed_by_you_and_you_kill_self
limit = {
OR = {
AND = {
house = scope:loser.house
is_close_family_of = scope:loser
}
is_spouse_of = scope:loser
}
NOT = {
this = scope:loser_heir
}
}
hidden_effect = {
death = {
death_reason = death_avoid_dishonor
killer = scope:winner
}
}
}
}
}
#Winner kills loser's family
scripted_effect tgp_japan_soryo_eradicate_cb_kill_house = {
scope:loser = {
every_courtier = {
custom = every_house_member_in_court
limit = {
OR = {
is_spouse_of = scope:loser
house = scope:loser.house
}
NOT = {
scope:loser_heir ?= this
}
}
death = {
death_reason = death_eradicated
killer = scope:winner
}
}
house = {
every_house_member = {
custom = every_house_member_mad
add_opinion = {
modifier = eradicated_my_house_opinion
target = scope:winner
}
}
}
}
}
#You lost Eradicate House cb war tgp_japan_general.9550
tgp_japan_general.9550 = {
type = character_event
title = tgp_japan_general.9550.t
window = big_event_window
desc = {
first_valid = {
#You started it, but lost
triggered_desc = {
trigger = {
scope:loser = scope:attacker
}
desc = tgp_japan_general.9550.desc.intro.a
}
#You were attacked
desc = tgp_japan_general.9550.desc.intro.b
}
desc = tgp_japan_general.9550.desc
first_valid = {
#You are alone
triggered_desc = {
trigger = {
NOR = {
exists = scope:loser_spouse
exists = scope:loser_heir
}
}
desc = tgp_japan_general.9550.desc.alone
}
#you are with your family
desc = tgp_japan_general.9550.desc.fam
}
desc = tgp_japan_general.9550.desc.end
}
theme = death
override_background = {
reference = corridor_night
}
#war loser
left_portrait = {
character = scope:loser
animation = beg
}
#spouse
center_portrait = {
trigger = { exists = scope:loser_spouse }
character = scope:loser_spouse
animation = crying
}
#heir
right_portrait = {
trigger = { exists = scope:loser_heir }
character = scope:loser_heir
animation = disbelief
}
#killed courtiers
lower_left_portrait = {
trigger = { exists = scope:dead_courtier_1 }
character = scope:dead_courtier_1
}
lower_center_portrait = {
trigger = { exists = scope:dead_courtier_2 }
character = scope:dead_courtier_2
}
lower_right_portrait = {
trigger = { exists = scope:dead_courtier_3 }
character = scope:dead_courtier_3
}
immediate = {
save_scope_as = loser
if = {
limit = {
scope:loser = scope:attacker
}
scope:defender = {
save_scope_as = winner
}
}
else = {
scope:attacker = {
save_scope_as = winner
}
}
#Find close family if they exist
#spouse
scope:loser.primary_spouse ?= {
save_scope_as = loser_spouse
}
#heir
scope:loser.player_heir ?= {
if = {
limit = {
is_courtier_of = scope:loser
}
save_scope_as = loser_heir
}
}
#Find courtiers to kill
ordered_courtier = {
limit = {
tgp_japan_soryo_eradicate_cb_valid_courtier = yes
}
#the more they like you the more it hurts
order_by = "opinion(root)"
max = 3
#always put this when there is a max or it will be unhappy who knows why
check_range_bounds = no
if = {
limit = { exists = scope:dead_courtier_2 }
save_scope_as = dead_courtier_3
}
else_if = {
limit = { exists = scope:dead_courtier_1 }
save_scope_as = dead_courtier_2
}
else = { save_scope_as = dead_courtier_1 }
death = {
death_reason = death_eradicated
killer = scope:winner
}
}
#Find savior for you or your heir to flee to the lands of
top_liege = {
ordered_vassal = {
limit = {
NOT = {
this = scope:loser
}
is_landed = yes
highest_held_title_tier > tier_barony
}
order_by = "opinion(root)"
save_scope_as = savior
}
}
}
#1) kill yourself (and family) to maintain honor
option = {
name = {
text = {
first_valid = {
#alone
triggered_desc = {
trigger = {
NOT = {
exists = scope:loser_spouse
exists = scope:loser_heir
}
}
desc = tgp_japan_general.9550.a.alone
}
#if you have family
desc = tgp_japan_general.9550.a.fam
}
}
}
flavor = {
first_valid = {
#alone
triggered_desc = {
trigger = {
NOT = {
exists = scope:loser_spouse
exists = scope:loser_heir
}
}
desc = tgp_japan_general.9550.a.alone.flavor
}
#fam
desc = tgp_japan_general.9550.a.fam.flavor
}
}
#Heir sets up manor in land of savior
show_as_tooltip = {
tgp_japan_soryo_eradicate_cb_heir_go_to_savior = yes
tgp_japan_soryo_eradicate_cb_kill_family = yes
#then kill yourself
death = {
death_reason = death_avoid_dishonor
}
}
house = {
add_house_modifier = {
modifier = house_eradicated_suicide_modifier
years = house_eradicated_duration_value
}
}
save_scope_as = suicide
ai_chance = { base = 0}
}
#2) attempt to flee (lose honor but maybe keep life)
option = {
name = tgp_japan_general.9550.b
flavor = tgp_japan_general.9550.b.flavor
duel = {
skill = intrigue
value = high_skill_rating
#If you win you escape and move your manor to a friendly lord's land or if you don't have manor you become an adventurer
5 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = 1
}
modifier = {
add = {
value = prowess
subtract = average_skill_rating
}
}
modifier = {
add = 1.5
has_character_modifier = childhood_prison_escape
}
desc = tgp_japan_general.9550.b.success
send_interface_toast = {
title = tgp_japan_general.9550.b.success
left_icon = scope:loser
right_icon = scope:winner
tgp_japan_soryo_eradicate_cb_loser_go_to_savior = yes
}
save_scope_as = flee_success
}
15 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = 1
}
modifier = {
add = 2.5
OR = {
has_trait = weak
has_trait = craven
has_trait = physique_bad_1
}
}
modifier = {
add = 5
OR = {
has_trait = physique_bad_2
has_trait = physique_bad_3
}
}
desc = tgp_japan_general.9550.b.failure
show_as_tooltip = {
death = {
death_reason = death_eradicated
killer = scope:winner
}
tgp_japan_soryo_eradicate_cb_kill_house = yes
}
send_interface_toast = {
title = tgp_japan_general.9550.b.failure
left_icon = scope:loser
right_icon = scope:winner
}
}
}
stress_impact = {
brave = minor_stress_impact_gain
craven = minor_stress_impact_loss
}
ai_chance = { base = 0}
house = {
add_house_modifier = {
modifier = house_eradicated_modifier
years = house_eradicated_duration_value
}
}
}
#3) put yourself to the mercy of your captor (AI only option so you can execute them)
option = {
name = tgp_japan_general.9550.c
#only for AI
trigger = {
is_ai = yes
}
ai_chance = { base = 100}
house = {
add_house_modifier = {
modifier = house_eradicated_modifier
years = house_eradicated_duration_value
}
}
}
after = {
scope:winner = {
trigger_event = tgp_japan_general.9551
}
}
}
#You won eradicate house cb war
tgp_japan_general.9551 = {
type = character_event
window = big_event_window
title = tgp_japan_general.9551.t
desc = {
first_valid = {
#if you capture loser
triggered_desc = {
trigger = {
NOR = {
exists = scope:flee_success
exists = scope:suicide
}
}
desc = tgp_japan_general.9551.desc.intro
}
#intro for alt
desc = tgp_japan_general.9551.desc.alt.intro
}
first_valid = {
#if loser suicides
triggered_desc = {
trigger = {
exists = scope:suicide
}
desc = tgp_japan_general.9551.desc.alt.suicide
}
#if loser escapes
triggered_desc = {
trigger = {
exists = scope:flee_success
}
desc = tgp_japan_general.9551.desc.alt.escape
}
}
#outro for alt
triggered_desc = {
trigger = {
OR = {
exists = scope:flee_success
exists = scope:suicide
}
}
desc = tgp_japan_general.9551.desc.alt.outro
}
}
theme = battle
override_effect_2d = { reference = flies }
#root winner
left_portrait = {
character = scope:winner
triggered_animation = {
trigger = {
NOR = {
exists = scope:flee_success
exists = scope:suicide
}
}
#off with his head!
animation = chudan_no_kamae
}
#I didn't get to kill him!
animation = anger
camera = camera_event_center_coronation_kneeling
}
#loser
right_portrait = {
trigger = {
NOR = {
exists = scope:flee_success
exists = scope:suicide
}
}
character = scope:loser
animation = anger
camera = camera_event_near_angle_345_close
}
#freshly killed loser house members
lower_left_portrait = {
trigger = { exists = scope:portrait }
character = scope:portrait
}
lower_center_portrait = {
trigger = { exists = scope:dead_loser_family_2 }
character = scope:dead_loser_family_2
}
lower_right_portrait = {
trigger = { exists = scope:dead_loser_family_3 }
character = scope:dead_loser_family_3
}
immediate = {
#find loser's region
scope:loser.capital_county.empire = {
save_scope_as = loser_region
}
if = {
limit = { exists = scope:suicide }
tgp_japan_soryo_eradicate_cb_heir_go_to_savior = yes
tgp_japan_soryo_eradicate_cb_kill_family = yes
}
#take land
tgp_japan_soryo_eradicate_cb_transfer_effect = yes
if = {
limit = { exists = scope:suicide }
scope:loser = {
death = {
death_reason = death_avoid_dishonor
killer = scope:winner
}
}
}
scope:loser_heir ?= {
#make loser_heir and nemesis or rival friends
if = {
limit = {
can_set_relation_nemesis_trigger = {
CHARACTER = scope:winner
}
}
set_relation_nemesis = {
reason = nemesis_killed_family
target = scope:winner
}
}
else_if = {
limit = {
can_set_relation_rival_trigger = {
CHARACTER = scope:winner
}
}
set_relation_rival = {
reason = nemesis_killed_family
target = scope:winner
}
}
#make loser_heir and savior friends
if = {
limit = {
can_set_relation_friend_trigger = {
CHARACTER = scope:winner
}
}
set_relation_friend = {
reason = friend_eradication_save
target = scope:savior
}
}
}
#grab some of the loser's house members to kill right away to help set the mood
scope:loser = {
ordered_courtier = {
limit = {
tgp_japan_soryo_eradicate_cb_valid_family = yes
}
order_by = "opinion(scope:loser)"
max = 3
check_range_bounds = no
if = {
limit = { exists = scope:dead_loser_family_2 }
save_scope_as = dead_loser_family_3
}
else_if = {
limit = { exists = scope:dead_loser_family_1 }
save_scope_as = dead_loser_family_2
}
else = { save_scope_as = dead_loser_family_1 }
death = {
death_reason = death_eradicated
killer = scope:winner
}
}
}
if = {
limit = {
OR = {
exists = scope:suicide
exists = scope:flee_success
}
}
scope:loser = { save_scope_as = portrait }
}
else = {
scope:dead_loser_family_1 ?= { save_scope_as = portrait }
}
}
#1) Execute loser and eradicate the house!
option = {
name = tgp_japan_general.9551.a
flavor = tgp_japan_general.9551.a.flavor
show_as_tooltip = {
scope:loser = {
death = {
death_reason = death_avoid_dishonor
killer = scope:winner
}
}
}
#kill house
tgp_japan_soryo_eradicate_cb_kill_house = yes
add_dread = medium_dread_gain
house = {
add_house_modifier = {
modifier = rival_eradicated_modifier
years = house_eradicated_duration_value
}
}
#kill loser
if = {
limit = {
NOT = { exists = scope:suicide }
}
scope:loser = {
death = {
death_reason = death_eradicated
killer = scope:winner
}
}
}
}
}
# Event to force the historical birth of Emperor Antoku for Genpei content
tgp_japan_general.9910 = {
type = character_event
hidden = yes
trigger = { has_tgp_dlc_trigger = yes }
immediate = {
add_trait = pregnant
set_variable = {
name = historical_pregnancy
value = flag:antoku
years = 1 # fallback cleanup
}
set_variable = {
name = historical_pregnancy_start
value = 430048 # ~1178.3.15
}
add_character_flag = {
flag = birth_will_go_smoothly
years = 1 # fallback cleanup
}
trigger_event = {
id = birth.0001
days = 82 # 1178.12.22
}
# Error suppression
show_as_tooltip = { trigger_event = tgp_japan_general.9910 }
}
}