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

320 lines
6.6 KiB
Text

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