From 3d32bd18312c866ce65adf28177b9e8cd7870fd9 Mon Sep 17 00:00:00 2001 From: Fishedotjpg Date: Fri, 30 Jan 2026 22:13:51 +0000 Subject: [PATCH] Update title_events.txt --- events/title_events.txt | 338 ---------------------------------------- 1 file changed, 338 deletions(-) diff --git a/events/title_events.txt b/events/title_events.txt index da01ce5a..7c4ed637 100644 --- a/events/title_events.txt +++ b/events/title_events.txt @@ -8,344 +8,6 @@ namespace = title_event ######################################### -# West Francia becomes France when no longer controlled by a Karling -title_event.0001 = { - type = character_event - title = title_event_francia_name_change.title - desc = title_event_francia_name_change.desc - theme = crown - right_portrait = root - - trigger = { - scope:title = { - this = title:k_france - } - NOR = { - dynasty = { this = dynasty:25061 } # Not held by a Karling - any_liege_or_above = { - dynasty = { this = dynasty:25061 } # And does not have a liege that is a Karling - } - has_global_variable = west_francia_renamed - } - } - - immediate = { - title:k_france = { - save_scope_as = francia_title - } - set_global_variable = { - name = west_francia_renamed - value = yes - } - } - - option = { - name = title_event_francia_name_change.a - custom_tooltip = { - text = title_event_francia_name_change.a_tt_1 - - title:k_france = { - reset_title_name = yes # I.e. set_title_name = k_france - } - } - } -} - -# East Francia becomes Germany when no longer controlled by a Karling -title_event.0002 = { - type = character_event - title = title_event_francia_name_change.title - desc = title_event_francia_name_change.desc - theme = crown - right_portrait = root - - trigger = { - scope:title = { - this = title:k_east_francia - } - NOR = { - dynasty = { this = dynasty:25061 } # Not held by a Karling - any_liege_or_above = { - dynasty = { this = dynasty:25061 } # And does not have a liege that is a Karling - } - has_global_variable = east_francia_renamed - } - } - - immediate = { - title:k_east_francia = { - save_scope_as = francia_title - } - set_global_variable = { - name = east_francia_renamed - value = yes - } - } - - option = { - name = title_event_francia_name_change.a - custom_tooltip = { - text = title_event_francia_name_change.a_tt_2 - - title:k_east_francia = { - set_title_name = k_germany - } - } - } -} - -################################################## -# Splitting the Crown -# by Ewan Cowhig Croft -# 0011 - 0020 -################################################## - -# Hidden management event to determine if we need to axe Asturias &, if we do, what notification events to send out afterwards. -title_event.0011 = { - hidden = yes - - trigger = { - scope:title = title:k_castille - title:k_asturias = { - # Leon must be de jure part of Asturias, or else there's no reason to ever stop calling it Asturias. - any_in_de_jure_hierarchy = { this = title:d_leon } - } - } - - immediate = { - # Set up some scopes for easy reference. - title:k_castille = { - save_scope_as = castille - holder = { save_scope_as = castille_char } - } - title:k_asturias = { - save_scope_as = asturias - if = { - limit = { exists = holder } - holder = { save_scope_as = leon_char } - } - } - title:k_leon = { save_scope_as = leon } - ## Plus one for backgrounds; we take this one to get the hilly backdrops of northern Iberia. - province:1815 = { save_scope_as = background_terrain_scope } - # Then fire off relevant notifications to scope:leon_char & scope:castille_char. - ## If Asturias doesn't exist when Leon is created, we just send Castille one. - if = { - limit = { - NOT = { exists = title:k_asturias.holder } - } - scope:castille_char = { trigger_event = title_event.0012 } - } - ## & if Leon & Castille are now held by the same char, they get another. - else_if = { - limit = { scope:leon_char = scope:castille_char } - scope:castille_char = { trigger_event = title_event.0013 } - } - ## Otherwise, we send out the standard two-person configuration. - else = { - scope:leon_char = { trigger_event = title_event.0014 } - scope:castille_char = { trigger_event = title_event.0015 } - } - # Finally, execute the effects. - asturias_becomes_leon_and_castille_effect = yes - } -} - -# There is no Asturian King, but Castille now exists. -title_event.0012 = { - type = character_event - title = title_event.0012.t - desc = title_event.0012.desc - theme = realm - left_portrait = { - character = scope:castille_char - animation = personality_honorable - } - override_background = { reference = terrain_scope } - - immediate = { - show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } - } - - # As it should be. - option = { - name = title_event.0012.a - - # No stress needed for a single-option notification event. - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } -} - -# The Asturian King is also King of Castille. -title_event.0013 = { - type = character_event - title = title_event.0013.t - desc = title_event.0013.desc - theme = realm - left_portrait = { - character = scope:castille_char - animation = personality_honorable - } - override_background = { reference = terrain_scope } - - immediate = { - show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } - } - - # Two crowns are better than one! - option = { - name = title_event.0013.a - - # No stress needed for a single-option notification event. - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } -} - -# Leon POV: Asturias becomes Leon. -title_event.0014 = { - type = character_event - title = title_event.0014.t - desc = title_event.0014.desc - theme = realm - left_portrait = { - character = scope:leon_char - animation = anger - } - right_portrait = { - character = scope:castille_char - animation = personality_greedy - } - override_background = { reference = terrain_scope } - - immediate = { - show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } - } - - # Splitters! - option = { - name = title_event.0014.a - - # No stress needed for the default option in a notification event. - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } - - # We'll get those lands back some day... - option = { - name = title_event.0014.b - # We only want to allow the mechanical effect options as RP-outlets for players. - trigger = { is_ai = no } - - progress_towards_rival_effect = { - REASON = rival_lands_stolen - CHARACTER = scope:castille_char - OPINION = default_rival_opinion - } - - stress_impact = { forgiving = minor_stress_impact_gain } - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } - - # Huzzah! A whole _kingdom_ of comrades! - option = { - name = title_event.0014.c - # We only want to allow the mechanical effect options as RP-outlets for players. - trigger = { is_ai = no } - - progress_towards_friend_effect = { - REASON = friend_castille_leon - CHARACTER = scope:castille_char - OPINION = default_friend_opinion - } - - stress_impact = { vengeful = minor_stress_impact_gain } - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } -} - -# Castille POV: Asturias becomes Leon. -title_event.0015 = { - type = character_event - title = title_event.0015.t - desc = title_event.0015.desc - theme = realm - left_portrait = { - character = scope:castille_char - animation = happiness - } - right_portrait = { - character = scope:leon_char - animation = anger - } - override_background = { reference = terrain_scope } - - immediate = { - show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes } - } - - # Power is back where it should always have been. - option = { - name = title_event.0015.a - - # No stress needed for the default option in a notification event. - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } - - # Today, Castille. Tomorrow, _Leon_. - option = { - name = title_event.0015.b - # We only want to allow the mechanical effect options as RP-outlets for players. - trigger = { is_ai = no } - scope:leon_char = { - progress_towards_rival_effect = { - REASON = rival_leon_formed - CHARACTER = scope:castille_char - OPINION = default_rival_opinion - } - } - stress_impact = { forgiving = minor_stress_impact_gain } - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } - - # We may be divided in rule, but we're united by blood! - option = { - name = title_event.0015.c - # We only want to allow the mechanical effect options as RP-outlets for players. - trigger = { is_ai = no } - scope:leon_char = { - progress_towards_friend_effect = { - REASON = friend_castille_leon - CHARACTER = scope:castille_char - OPINION = default_friend_opinion - } - } - stress_impact = { vengeful = minor_stress_impact_gain } - ai_chance = { - # No fine tweaking needed for the AI chance on a notification event. - base = 100 - } - } -} # Ascended Throne memory maintenance title_event.9900 = {