N3OW_Western_eastern_europe/events/bp1_dan_events.txt
2026-01-06 14:25:21 +01:00

4362 lines
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Text

namespace = bp1_yearly
##################################
# Picnic or Church? #
# By Daniel Moore #
##################################
bp1_yearly.7000 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7000.t
desc = bp1_yearly.7000.desc
theme = friend_relation
override_background = { reference = garden }
left_portrait = {
character = root
animation = laugh
}
right_portrait = {
character = scope:distraction_friend
animation = toast_goblet
}
cooldown = { years = 10 }
trigger = {
is_available_at_peace_adult = yes
is_landed = yes
has_bp1_dlc_trigger = yes
any_courtier_or_guest = {
has_any_good_relationship_with_root_trigger = yes
is_available_ai_adult = yes
}
faith = {
NOT = {
trait_is_virtue = gluttonous
}
}
}
immediate = {
random_courtier_or_guest = {
limit = {
has_any_good_relationship_with_root_trigger = yes
is_available_ai_adult = yes
}
save_scope_as = distraction_friend
}
}
option = { #Faith is the only meal I need
name = bp1_yearly.7000.a
scope:distraction_friend = {
add_opinion = {
modifier = hurt_opinion
opinion = -15
target = root
}
}
stress_impact = {
zealous = medium_stress_impact_loss
gluttonous = medium_stress_impact_gain
gregarious = medium_stress_impact_gain
}
add_piety = 125
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = 1
}
}
}
option = { #Excellent idea
name = bp1_yearly.7000.b
scope:distraction_friend = {
add_opinion = {
modifier = pleased_opinion
opinion = 20
target = root
}
}
create_character_memory = {
type = nice_picnic
participants = {
picnic_pal = scope:distraction_friend
}
}
add_character_modifier = {
modifier = lovely_picnic_modifier
years = 5
}
progress_towards_friend_effect = {
REASON = friend_breakfast
CHARACTER = scope:distraction_friend
OPINION = 0
}
stress_impact = {
zealous = medium_stress_impact_gain
gluttonous = medium_stress_impact_loss
shy = medium_stress_impact_gain
diligent = medium_stress_impact_gain
paranoid = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_zeal = -1
}
}
}
}
##################################
# Going Fishing! #
# By Daniel Moore #
##################################
bp1_yearly.7001 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7001.t
desc = bp1_yearly.7001.desc
theme = friend_relation
override_background = { reference = corridor_day }
left_portrait = {
character = root
animation = happiness
}
right_portrait = {
character = scope:fishing_friend
animation = ecstasy
}
cooldown = { years = 10 }
trigger = {
# Standard checks.
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
OR = {
any_held_county = {
title_province = {
NOR = {
terrain = desert
terrain = desert_mountains
terrain = drylands
}
}
}
location = {
NOR = {
terrain = desert
terrain = desert_mountains
terrain = drylands
}
}
}
any_courtier_or_guest = {
has_any_good_relationship_with_root_trigger = yes
has_personality_introverted_trigger = no
is_available_ai_adult = yes
}
}
immediate = {
random_courtier_or_guest = {
limit = {
has_any_good_relationship_with_root_trigger = yes
has_personality_introverted_trigger = no
is_available_ai_adult = yes
}
save_scope_as = fishing_friend
}
}
option = { #Yes
name = bp1_yearly.7001.a
flavor = bp1_yearly_7001.a.tt
#hidden_effect = {
random_list = {
40 = {
desc = bp1_yearly.7001.a.toast.good_time
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7001.a.toast.good_time
left_icon = root
right_icon = scope:fishing_friend
scope:fishing_friend = {
add_opinion = {
modifier = pleased_opinion
opinion = 20
target = root
}
}
progress_towards_friend_effect = {
REASON = friend_fishing_trip
CHARACTER = scope:fishing_friend
OPINION = 0
}
}
create_character_memory = {
type = nice_fishing_trip
participants = {
fishing_pal = scope:fishing_friend
}
}
}
40 = {
desc = bp1_yearly.7001.a.toast.caught_fish
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7001.a.toast.caught_fish
left_icon = root
right_icon = scope:fishing_friend
add_prestige = 75
scope:fishing_friend = {
add_opinion = {
modifier = pleased_opinion
opinion = 10
target = root
}
}
}
create_character_memory = {
type = nice_fishing_trip
participants = {
fishing_pal = scope:fishing_friend
}
}
}
15 = {
desc = bp1_yearly.7001.a.toast.bad_time
send_interface_toast = {
type = event_toast_effect_bad
title = bp1_yearly.7001.a.toast.bad_time
left_icon = root
right_icon = scope:fishing_friend
scope:fishing_friend = {
add_opinion = {
modifier = disappointed_opinion
opinion = -10
target = root
}
}
}
}
5 = {
desc = bp1_yearly.7001.a.toast.white_carp
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7001.a.toast.white_carp
left_icon = root
right_icon = scope:fishing_friend
add_prestige = 200
scope:fishing_friend = {
add_opinion = {
modifier = pleased_opinion
opinion = 10
target = root
}
}
}
create_character_memory = {
type = nice_fishing_trip
participants = {
fishing_pal = scope:fishing_friend
}
}
}
}
#}
stress_impact = {
base = minor_stress_impact_loss
diligent = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
gregarious = medium_stress_impact_loss
shy = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_energy = 1
}
modifier = {
factor = 0
OR = {
has_trait = diligent
has_trait = paranoid
has_trait = shy
}
}
}
}
option = { #No
name = bp1_yearly.7001.b
scope:fishing_friend = {
add_opinion = {
modifier = hurt_opinion
opinion = -15
target = root
}
}
add_prestige = minor_prestige_gain
stress_impact = {
gregarious = major_stress_impact_gain
shy = medium_stress_impact_loss
lazy = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_energy = -1
}
modifier = {
factor = 0
has_trait = gregarious
}
}
}
}
##################################
# Throwing a chamberpot at rival #
# By Daniel Moore #
##################################
bp1_yearly.7002 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7002.t
desc = bp1_yearly.7002.desc
theme = unfriendly
override_background = { reference = courtyard }
right_portrait = {
character = scope:chamberpot_rival
animation = happiness
}
cooldown = { years = 10 }
trigger = {
# Standard checks.
is_landed_or_landless_administrative = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
any_courtier_or_guest = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
is_available_ai_adult = yes
}
}
immediate = {
random_courtier_or_guest = {
limit = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
is_available_ai_adult = yes
}
save_scope_as = chamberpot_rival
}
}
option = { #Yes
name = bp1_yearly.7002.a
custom_tooltip = bp1_yearly.7002.a.tt
duel = {
skill = prowess
value = average_skill_rating
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
desc = bp1_yearly.7002.a.toast.perfect_hit
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7002.a.toast.perfect_hit
right_icon = scope:chamberpot_rival
scope:chamberpot_rival = {
add_character_modifier = {
modifier = covered_in_feces
years = 10
}
add_opinion = {
modifier = drenched_in_excrement_opinion
opinion = -25
target = root
}
}
stress_impact = {
base = minor_stress_impact_loss
vengeful = minor_stress_impact_loss
sadistic = minor_stress_impact_loss
callous = minor_stress_impact_loss
arbitrary = minor_stress_impact_loss
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
}
}
50 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp1_yearly.7002.a.toast.miss
send_interface_toast = {
type = event_toast_effect_bad
title = bp1_yearly.7002.a.toast.miss
right_icon = scope:chamberpot_rival
scope:chamberpot_rival = {
add_opinion = {
modifier = threw_excrement_opinion
opinion = -10
target = root
}
}
stress_impact = {
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
}
}
10 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp1_yearly.7002.a.toast.chamberpot
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7002.a.toast.chamberpot
right_icon = scope:chamberpot_rival
scope:chamberpot_rival = {
add_opinion = {
modifier = drenched_in_excrement_opinion
opinion = -20
target = root
}
add_character_modifier = {
modifier = covered_in_feces
years = 10
}
increase_wounds_effect = { REASON = skull_cracked_open }
}
stress_impact = {
vengeful = medium_stress_impact_loss
sadistic = medium_stress_impact_loss
callous = medium_stress_impact_loss
arbitrary = medium_stress_impact_loss
compassionate = major_stress_impact_gain
forgiving = major_stress_impact_gain
}
}
}
10 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
desc = bp1_yearly.7002.a.toast.tripped
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7002.a.toast.tripped
right_icon = root
add_character_modifier = {
modifier = covered_in_feces
years = 10
}
stress_impact = {
base = minor_stress_impact_gain
arrogant = major_stress_impact_gain
}
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = forgiving
}
}
}
}
option = { #No
name = bp1_yearly.7002.b
add_piety = minor_piety_gain
stress_impact = {
vengeful = medium_stress_impact_gain
sadistic = minor_stress_impact_gain
callous = minor_stress_impact_gain
arbitrary = minor_stress_impact_gain
wrathful = minor_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1
}
modifier = {
factor = 0
OR = {
has_trait = vengeful
has_trait = sadistic
has_trait = callous
has_trait = arbitrary
has_trait = wrathful
}
}
}
}
}
##################################
# The Tapestry #
# By Daniel Moore #
##################################
bp1_yearly.7003 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7003.t
desc = bp1_yearly.7003.desc
theme = friend_relation
right_portrait = {
character = scope:orgy_tapestry_maker
animation = happiness
}
cooldown = { years = 10 }
trigger = {
# Standard checks.
is_available_at_peace_adult = yes
is_landed = yes
has_bp1_dlc_trigger = yes
any_relation = {
type = friend
is_available_healthy_ai_adult = yes
is_deviant_trigger = yes
save_temporary_scope_as = tapestry_maker
}
any_vassal = {
is_available_ai_adult = yes
this != scope:tapestry_maker
}
any_courtier = {
is_available_healthy_ai_adult = yes
this != scope:tapestry_maker
count > 4
}
}
immediate = {
random_relation = {
type = friend
limit = {
is_available_healthy_ai_adult = yes
is_deviant_trigger = yes
}
save_scope_as = orgy_tapestry_maker
}
if = {
limit = {
NOT = { exists = scope:orgy_tapestry_maker }
}
hidden_effect = {
random_courtier = {
limit = {
is_available_healthy_ai_adult = yes
}
weight = {
base = 1
modifier = {
add = 10
is_of_minor_interest_to_root_trigger = yes
}
modifier = {
add = 10
has_trait = lustful
}
}
add_secret = {
type = secret_deviant
}
save_scope_as = orgy_tapestry_maker
}
}
}
random_vassal = {
limit = {
is_available_ai_adult = yes
this != scope:orgy_tapestry_maker
}
save_scope_as = orgy_participant_1
}
random_courtier = {
limit = {
is_available_ai_adult = yes
NOR = {
this = scope:orgy_tapestry_maker
this = scope:orgy_participant_1
}
}
save_scope_as = orgy_participant_2
}
random_courtier = {
limit = {
is_available_ai_adult = yes
NOR = {
this = scope:orgy_tapestry_maker
this = scope:orgy_participant_1
this = scope:orgy_participant_2
}
}
save_scope_as = orgy_participant_3
}
scope:orgy_tapestry_maker = {
random_secret = {
type = secret_deviant
reveal_to = root
save_scope_as = tapestry_maker_secret
}
}
}
option = { #Expose them
name = bp1_yearly.7003.a
trigger = {
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = deviant GENDER_CHARACTER = root }
}
scope:tapestry_maker_secret = {
expose_secret = root
}
stress_impact = {
compassionate = medium_stress_impact_gain
deviant = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = { #Get Artifact
name = bp1_yearly.7003.b
stress_impact = {
deviant = medium_stress_impact_loss
chaste = medium_stress_impact_gain
lustful = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
create_artifact = {
name = bp1_orgy_tapestry
description = bp1_orgy_tapestry_desc
modifier = artifact_seduce_scheme_phase_duration_mult_1_modifier
modifier = artifact_attraction_opinion_1_modifier
type = miscellaneous
visuals = tapestry
save_scope_as = newly_created_artifact
}
}
option = { #Ignore
name = bp1_yearly.7003.c
if = {
limit = {
can_add_hook = {
target = scope:orgy_tapestry_maker
type = favor_hook
}
}
add_hook = {
target = scope:orgy_tapestry_maker
type = favor_hook
}
}
stress_impact = {
compassionate = medium_stress_impact_loss
lustful = medium_stress_impact_loss
chaste = medium_stress_impact_loss
deviant = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
}
###########################
# Bad memory #
# By Daniel Moore #
###########################
bp1_yearly.7004 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7004.t
desc = bp1_yearly.7004.desc
theme = friend_relation
left_portrait = {
character = root
animation = grief
}
right_portrait = {
character = scope:concerned_friend
animation = worry
}
cooldown = { years = 10 }
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
any_courtier_or_guest = {
has_any_good_relationship_with_root_trigger = yes
has_personality_benevolent_trigger = yes
is_available_ai_adult = yes
can_add_hook = {
target = root
type = favor_hook
}
save_temporary_scope_as = temp_check
}
any_memory = {
has_memory_category = negative
NOT = {
any_memory_participant = {
this = scope:temp_check
}
}
NOT = {
has_memory_category = private
}
}
}
immediate = {
random_courtier_or_guest = {
limit = {
has_any_good_relationship_with_root_trigger = yes
has_personality_benevolent_trigger = yes
is_available_ai_adult = yes
can_add_hook = {
target = root
type = favor_hook
}
}
save_scope_as = concerned_friend
}
random_memory = {
limit = {
has_memory_category = negative
NOT = {
has_memory_category = private
}
NOT = { has_memory_participant = scope:concerned_friend }
}
save_scope_as = bad_memory
}
}
option = { #I need to talk to someone
name = bp1_yearly.7004.a
#Big stress loss
stress_impact = {
base = minor_stress_impact_loss
gregarious = medium_stress_impact_loss
trusting = medium_stress_impact_loss
arrogant = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
}
progress_towards_friend_effect = {
REASON = friend_free_therapy
CHARACTER = scope:concerned_friend
OPINION = 0
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { #Leave me alone.
name = bp1_yearly.7004.b
add_prestige = minor_prestige_gain
stress_impact = {
base = 10
gregarious = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = -1
}
}
}
}
######################
# Loyalty Test #
# By Daniel Moore #
######################
bp1_yearly.7010 = { #A loyalty test
type = character_event
content_source = dlc_006
title = bp1_yearly.7010.t
desc = bp1_yearly.7010.desc
theme = intrigue
right_portrait = {
character = root
animation = eavesdrop
}
left_portrait = {
character = scope:tested_friend
animation = worry
}
lower_right_portrait = scope:friends_friend
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
OR = {
has_trait = deceitful
has_trait = sadistic
has_trait = arbitrary
has_trait = fickle
has_personality_malicious_trigger = yes
has_focus_or_focus_trait_trigger = { FOCUS = intrigue_skulduggery_focus }
has_focus_or_focus_trait_trigger = { FOCUS = intrigue_intimidation_focus }
}
any_relation = {
type = friend
is_available_ai_adult = yes
OR = {
is_courtier_of = root
is_vassal_of = root
}
NOR = {
has_trait = loyal
has_trait = disloyal
}
}
faith.religion = { is_in_family = rf_abrahamic } # Judas reference
}
immediate = {
random_relation = {
type = friend
limit = {
is_available_ai_adult = yes
OR = {
is_courtier_of = root
is_vassal_of = root
}
NOR = {
has_trait = loyal
has_trait = disloyal
}
}
weight = {
base = 1
modifier = {
add = 10
is_of_minor_interest_to_root_trigger = yes
}
modifier = {
add = 50
has_trait = paranoid
}
}
save_scope_as = tested_friend
if = {
limit = {
any_relation = {
type = friend
is_available_ai_adult = yes
this != root
}
}
random_relation = {
type = friend
limit = {
is_available_ai_adult = yes
this != root
}
save_scope_as = friends_friend
}
}
}
}
option = { #Gold or me
name = bp1_yearly.7010.a
custom_tooltip = bp1_yearly.7010.a.tt
pay_short_term_gold = {
target = scope:tested_friend
gold = 30
}
random_list = {
10 = { #Don't sell me out
desc = bp1_yearly.7010.toast.not_betrayed
show_chance = no
modifier = {
trigger = {
scope:tested_friend.ai_honor >= 1
}
add = scope:tested_friend.ai_honor
}
modifier = {
trigger = {
scope:tested_friend.ai_boldness < 0
}
add = {
value = scope:tested_friend.ai_boldness
multiply = -1
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = content
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = generous
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = trusting
}
}
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7010.toast.not_betrayed
right_icon = scope:tested_friend
add_prestige = medium_prestige_gain
add_hook = {
type = loyalty_hook
target = scope:tested_friend
}
scope:tested_friend = {
add_trait = loyal
pay_short_term_gold = {
target = root
gold = 30
}
}
}
}
10 = { #Sell me out
desc = bp1_yearly.7010.toast.betrayed
show_chance = no
modifier = {
add = scope:tested_friend.ai_greed
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = fickle
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = arbitrary
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = callous
}
}
send_interface_toast = {
type = event_toast_effect_bad
title = bp1_yearly.7010.toast.betrayed
right_icon = scope:tested_friend
add_opinion = {
target = scope:tested_friend
modifier = treachery_opinion
}
scope:tested_friend = {
add_trait = disloyal
}
}
}
}
stress_impact = {
deceitful = medium_stress_impact_loss
trusting = massive_stress_impact_gain
compassionate = medium_stress_impact_gain
calm = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = trusting
has_trait = compassionate
has_trait = calm
has_trait = content
}
}
}
}
option = { #Carnal pleasures or me
name = bp1_yearly.7010.b
custom_tooltip = bp1_yearly.7010.b.tt
random_list = {
10 = { #Don't sell me out
desc = bp1_yearly.7010.toast.not_betrayed
show_chance = no
modifier = {
trigger = {
scope:tested_friend.ai_honor >= 1
}
add = scope:tested_friend.ai_honor
}
modifier = {
trigger = {
scope:tested_friend.ai_boldness < 0
}
add = {
value = scope:tested_friend.ai_boldness
multiply = -1
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = content
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = humble
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = trusting
}
}
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7010.toast.not_betrayed
right_icon = scope:tested_friend
add_prestige = medium_prestige_gain
if = {
limit = {
can_add_hook = {
type = loyalty_hook
target = scope:tested_friend
}
}
add_hook = {
type = loyalty_hook
target = scope:tested_friend
}
}
scope:tested_friend = {
if = {
limit = {
NOT = { has_trait = loyal }
}
add_trait = loyal
}
}
}
}
10 = { #Sell me out
desc = bp1_yearly.7010.toast.betrayed
show_chance = no
modifier = {
add = scope:tested_friend.ai_sociability
}
modifier = {
add = 50
scope:tested_friend = {
has_trait = lustful
}
}
modifier = {
add = 50
scope:tested_friend = {
has_trait = rakish
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = fickle
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = arbitrary
}
}
modifier = {
factor = 0
scope:tested_friend = {
OR = {
has_trait = chaste
might_cheat_on_every_partner_trigger = no
}
}
}
send_interface_toast = {
type = event_toast_effect_bad
title = bp1_yearly.7010.toast.betrayed
right_icon = scope:tested_friend
scope:tested_friend = {
contract_disease_effect = { DISEASE = lovers_pox TREATMENT_EVENT = no }
add_trait = disloyal
}
}
}
}
stress_impact = {
deceitful = medium_stress_impact_loss
trusting = massive_stress_impact_gain
compassionate = medium_stress_impact_gain
calm = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = trusting
has_trait = compassionate
has_trait = calm
has_trait = content
}
}
}
}
option = { #Other friend or me
name = bp1_yearly.7010.c
trigger = {
exists = scope:friends_friend
}
custom_tooltip = bp1_yearly.7010.c.tt
random_list = {
10 = { #Don't sell me out
desc = bp1_yearly.7010.toast.not_betrayed
show_chance = no
modifier = {
add = {
value = scope:tested_friend.ai_sociability
multiply = 0.5
}
}
modifier = {
trigger = {
scope:tested_friend = {
save_temporary_opinion_value_as = { name = opinion_of_you target = root }
opinion = { target = scope:friends_friend value <= scope:opinion_of_you }
}
}
add = 100
}
modifier = {
trigger = {
scope:tested_friend.ai_honor >= 1
}
add = scope:tested_friend.ai_honor
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = content
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = just
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = trusting
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = stubborn
}
}
send_interface_toast = {
type = event_toast_effect_good
title = bp1_yearly.7010.toast.not_betrayed
right_icon = scope:tested_friend
add_prestige = medium_prestige_gain
add_hook = {
type = loyalty_hook
target = scope:tested_friend
}
scope:tested_friend = {
add_trait = loyal
}
}
}
10 = { #Sell me out
desc = bp1_yearly.7010.toast.betrayed
show_chance = no
modifier = {
scope:tested_friend = {
save_temporary_opinion_value_as = { name = opinion_of_you target = root }
opinion = { target = scope:friends_friend value > scope:opinion_of_you }
}
add = 20
}
modifier = {
add = 20
scope:tested_friend = {
has_trait = fickle
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = arbitrary
}
}
modifier = {
add = 10
scope:tested_friend = {
has_trait = gregarious
}
}
send_interface_toast = {
type = event_toast_effect_bad
title = bp1_yearly.7010.toast.betrayed
right_icon = scope:tested_friend
scope:tested_friend = {
add_stress = major_stress_impact_gain
add_trait = disloyal
}
}
}
}
stress_impact = {
deceitful = medium_stress_impact_loss
trusting = massive_stress_impact_gain
compassionate = medium_stress_impact_gain
calm = minor_stress_impact_gain
content = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = trusting
has_trait = compassionate
has_trait = calm
has_trait = content
}
}
}
}
option = { #Nothing
name = bp1_yearly.7010.d
scope:tested_friend = {
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 5
}
}
stress_impact = {
paranoid = massive_stress_impact_gain
impatient = medium_stress_impact_gain
deceitful = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
vengeful = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 10
modifier = {
factor = 0
OR = {
has_trait = paranoid
has_trait = impatient
has_trait = deceitful
has_trait = vengeful
has_trait = callous
has_trait = sadistic
}
}
}
}
}
##################################
# Memory of war #
# By Daniel Moore #
##################################
bp1_yearly.7050 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7050.t
desc = {
desc = bp1_yearly.7050.desc
triggered_desc = {
trigger = {
exists = scope:sleeping_spouse
}
desc = bp1_yearly.7050.desc.married
}
triggered_desc = {
trigger = {
NOT = { exists = scope:sleeping_spouse }
}
desc = bp1_yearly.7050.desc.not_married
}
}
theme = martial
override_background = { reference = battlefield }
left_portrait = {
character = root
animation = throne_room_one_handed_passive_1
}
cooldown = { years = 20 }
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
any_memory = {
has_memory_category = negative
has_memory_category = war
}
}
immediate = {
random_memory = {
limit = {
has_memory_category = negative
has_memory_category = war
}
save_scope_as = war_memory
}
random_spouse = {
limit = {
is_available_ai_adult = yes
}
save_scope_as = sleeping_spouse
}
add_character_flag = wear_armor
}
option = { #You take your stress out on something
name = bp1_yearly.7050.a
stress_impact = {
base = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
forgiving = medium_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { #Vengeance
name = bp1_yearly.7050.b
add_character_modifier = {
modifier = vengeance_obsessed_modifier
years = 20
}
stress_impact = {
base = minor_stress_impact_gain
forgiving = major_stress_impact_gain
gregarious = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_sociability = -1
}
modifier = {
factor = 0
OR = {
has_trait = forgiving
has_trait = gregarious
has_trait = compassionate
}
}
}
}
after = {
remove_character_flag = wear_armor
}
}
##################################
# Memory of Battle #
# By Daniel Moore #
##################################
bp1_yearly.7051 = { #Memory of a battle
type = character_event
content_source = dlc_006
title = bp1_yearly.7051.t
desc = bp1_yearly.7051.desc
theme = martial
override_background = {
reference = terrain_scope
}
left_portrait = {
character = root
animation = marshal
}
cooldown = { years = 10 }
trigger = {
is_playable_character = yes
has_bp1_dlc_trigger = yes
is_available_at_peace_adult = yes
martial >= 8
NOR = {
has_trait = rough_terrain_expert
has_trait = open_terrain_expert
has_trait = forest_fighter
has_trait = desert_warrior
has_trait = jungle_stalker
has_trait = winter_soldier
}
any_memory = {
has_memory_category = battle
has_memory_category = war
}
}
immediate = {
random_memory = {
limit = {
has_memory_category = battle
has_memory_category = war
}
save_scope_as = battle_memory
}
scope:battle_memory.var:battle_location = {
save_scope_as = battle_area
save_scope_as = background_terrain_scope
}
add_character_flag = wear_armor
}
option = {
name = bp1_yearly.7051.a
if = {
limit = {
scope:battle_area = {
OR = {
terrain = hills
terrain = mountains
terrain = wetlands
}
}
}
add_trait = rough_terrain_expert
}
if = {
limit = {
scope:battle_area = {
OR = {
terrain = farmlands
terrain = plains
terrain = steppe
}
}
}
add_trait = open_terrain_expert
}
if = {
limit = {
scope:battle_area = {
terrain = forest
}
}
add_trait = forest_fighter
}
if = {
limit = {
scope:battle_area = {
terrain = desert
}
}
add_trait = desert_warrior
}
if = {
limit = {
scope:battle_area = {
terrain = jungle
}
}
add_trait = jungle_stalker
}
if = {
limit = {
scope:battle_area = {
terrain = taiga
}
}
add_trait = winter_soldier
}
stress_impact = {
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = {
name = bp1_yearly.7051.b
trigger = {
NOT = {
has_trait = flexible_leader
}
}
add_trait = flexible_leader
stress_impact = {
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_sociability = -1
}
}
}
after = {
remove_character_flag = wear_armor
}
}
##################################
# #A story #
# By Daniel Moore #
##################################
bp1_yearly.7052 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7052.t
desc = bp1_yearly.7052.desc
theme = friendly
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = storyteller
}
right_portrait = {
character = scope:story_friend
animation = toast_goblet
}
cooldown = { years = 10 }
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
any_memory = {
count > 0
NOT = {
has_memory_category = private
}
}
any_courtier_or_guest = {
has_any_good_relationship_with_root_trigger = yes
is_available_ai_adult = yes
}
}
immediate = {
random_memory = {
limit = {
NOT = {
has_memory_category = private
}
}
save_scope_as = story_memory
}
random_courtier_or_guest = {
limit = {
has_any_good_relationship_with_root_trigger = yes
is_available_ai_adult = yes
}
save_scope_as = story_friend
}
}
option = { #Traditional
name = bp1_yearly.7052.a
scope:story_friend = {
add_opinion = {
modifier = pleased_opinion
opinion = 15
target = root
}
}
stress_impact = {
ambitious = minor_stress_impact_gain
}
progress_towards_friend_effect = {
REASON = friend_story_by_fire
CHARACTER = scope:story_friend
OPINION = 0
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { #Own Story
name = bp1_yearly.7052.b
scope:story_friend = {
add_opinion = {
modifier = pleased_opinion
opinion = 15
target = root
}
}
if = {
limit = {
scope:story_memory = {
has_memory_category = major
}
}
add_prestige = medium_prestige_value
}
else_if = {
limit = {
scope:story_memory = {
NOT = {
has_memory_category = major
}
}
}
add_prestige = minor_prestige_value
}
stress_impact = {
shy = minor_stress_gain
ambitious = minor_stress_loss
lazy = minor_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_sociability = -1
}
}
}
option = { #Both!
name = bp1_yearly.7052.c
trait = gregarious
trigger = {
OR = {
has_trait = gregarious
culture = {
has_cultural_tradition = tradition_storytellers
}
}
}
scope:story_friend = {
add_opinion = {
modifier = pleased_opinion
opinion = 15
target = root
}
}
if = {
limit = {
scope:story_memory = {
has_memory_category = major
}
}
add_prestige = major_prestige_value
}
else_if = {
limit = {
scope:story_memory = {
NOT = {
has_memory_category = major
}
}
}
add_prestige = medium_prestige_value
}
progress_towards_friend_effect = {
REASON = friend_story_by_fire
CHARACTER = scope:story_friend
OPINION = 0
}
stress_impact = {
shy = minor_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_sociability = 1
}
}
}
}
##################################
# Revenge Memory #
# By Daniel Moore #
##################################
bp1_yearly.7053 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7053.t
desc = bp1_yearly.7053.desc
theme = murder_scheme
override_background = { reference = gallows }
left_portrait = {
character = root
animation = anger
}
lower_right_portrait = {
character = scope:bad_memory_participant
animation = happiness
}
cooldown = { years = 10 }
trigger = {
is_ai = no # Murder schemes are heavy for performance
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
any_memory = {
has_memory_category = negative
any_memory_participant = {
save_temporary_scope_as = rival_character
is_alive = yes
NOR = {
this = root
has_relation_lover = root
has_relation_friend = root
root = {
opinion = {
target = scope:rival_character
value >= -15
}
}
}
in_diplomatic_range = root
root = {
can_start_scheme = {
type = murder
target_character = scope:rival_character
}
}
}
}
NOT = {
has_trait = forgiving
}
}
immediate = {
random_memory = {
limit = {
has_memory_category = negative
any_memory_participant = {
this != root
is_alive = yes
root = {
can_start_scheme = {
type = murder
target_character = prev
}
}
NOR = {
has_relation_lover = root
has_relation_friend = root
root = {
opinion = {
target = prev
value >= -15
}
}
}
in_diplomatic_range = root
}
}
#Used for loc
save_scope_as = bad_memory
#Find our participant
random_memory_participant = {
limit = {
this != root
is_alive = yes
root = {
can_start_scheme = {
type = murder
target_character = prev
}
}
NOR = {
has_relation_lover = root
has_relation_friend = root
root = {
opinion = {
target = prev
value >= -15
}
}
}
}
save_scope_as = bad_memory_participant
}
}
}
#Start revenge scheme or enhance existing scheme
option = {
name = bp1_yearly.7053.a
trigger = {
can_start_scheme = {
type = murder
target_character = scope:bad_memory_participant
}
}
#Do we already have a murder scheme against our rival?
if = {
limit = {
NOT = {
any_scheme = {
type = murder
scheme_target_character = scope:bad_memory_participant
}
}
}
start_scheme = {
type = murder
target_character = scope:bad_memory_participant
}
}
custom_tooltip = diplomacy_family.2250.b.tt
#Buff the scheme
random_scheme = {
type = murder
limit = {
scheme_target_character = scope:bad_memory_participant
}
add_scheme_modifier = {
type = murder_memory_modifier
}
}
stress_impact = {
compassionate = major_stress_impact_gain
honest = minor_stress_impact_gain
just = medium_stress_impact_gain
lazy = minor_stress_impact_gain
wrathful = minor_stress_impact_loss
vengeful = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = compassionate
has_trait = honest
has_trait = just
}
add = 50
}
ai_value_modifier = {
ai_vengefulness = 2
ai_boldness = 2
ai_honor = -2
ai_compassion = -2
}
}
}
#Forgive and Forget
option = {
name = bp1_yearly.7053.b
add_piety = minor_piety_value
stress_impact = {
eccentric = medium_stress_gain
deceitful = medium_stress_gain
wrathful = medium_stress_gain
vengeful = major_stress_gain
}
ai_chance = {
base = 100
modifier = {
OR = {
has_trait = eccentric
has_trait = deceitful
has_trait = wrathful
has_trait = vengeful
}
add = 50
}
ai_value_modifier = {
ai_compassion = 2
ai_honor = 2
ai_rationality = 1
ai_boldness = -2
ai_vengefulness = -2
}
}
}
}
###########################
# Forget a memory #
# By Daniel Moore #
###########################
bp1_yearly.7054 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7054.t
desc = bp1_yearly.7054.desc
theme = murder_scheme
override_background = { reference = garden }
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:memory_child
animation = worry
}
cooldown = { years = 10 }
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
is_ai = no
OR = {
has_trait = infirm
age > 65
}
any_memory = {
NOT = {
has_memory_category = private
}
}
any_child = {
is_available_ai_adult = yes
NOR = {
has_relation_rival = root
opinion = {
target = prev
value <= -15
}
}
}
}
immediate = {
random_memory = {
save_scope_as = forgotten_memory
}
random_child = {
limit = {
is_available_ai_adult = yes
NOR = {
has_relation_rival = root
opinion = {
target = prev
value <= -15
}
}
}
weight = {
base = 1
modifier = {
add = 10
is_of_major_interest_to_root_trigger = yes
}
modifier = {
add = 5
is_of_minor_interest_to_root_trigger = yes
}
modifier = {
add = 5
opinion = {
target = root
value >= 25
}
}
modifier = {
add = 5
opinion = {
target = root
value >= 50
}
}
modifier = {
add = 20
has_trait = compassionate
}
}
save_scope_as = memory_child
}
}
option = { #Pretend everything is fine
name = bp1_yearly.7054.a
stress_impact = {
base = 50
honest = medium_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = { #Admit to forgetting
name = bp1_yearly.7054.b
add_prestige = medium_prestige_loss
stress_impact = {
base = 20
deceitful = minor_stress_gain
honest = minor_stress_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
ai_sociability = -1
}
}
}
after = {
destroy_character_memory = scope:forgotten_memory
}
}
##################################
# Record A Memory #
# By Daniel Moore #
##################################
bp1_yearly.7055 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7055.t
desc = {
triggered_desc = {
trigger = {
scope:recorded_memory = {
has_memory_category = positive
}
}
desc = bp1_yearly.7055.desc.positive
}
triggered_desc = {
trigger = {
scope:recorded_memory = {
has_memory_category = negative
}
}
desc = bp1_yearly.7055.desc.negative
}
triggered_desc = {
trigger = {
scope:recorded_memory = {
NOR = {
has_memory_category = negative
has_memory_category = positive
}
}
}
desc = bp1_yearly.7055.desc.neutral
}
triggered_desc = {
trigger = {
learning < 13
NOT = { has_trait = blind }
}
desc = bp1_yearly.7055.desc.alone_poor_skill
}
triggered_desc = {
trigger = {
learning >= 13
NOT = { has_trait = blind }
}
desc = bp1_yearly.7055.desc.alone_good_skill
}
triggered_desc = {
trigger = {
has_trait = blind
}
desc = bp1_yearly.7055.desc.blind
}
triggered_desc = {
trigger = {
exists = scope:poet
scope:poet != scope:friend
}
desc = bp1_yearly.7055.desc.poet
}
triggered_desc = {
trigger = {
exists = scope:friend
}
desc = bp1_yearly.7055.desc.friend
}
desc = bp1_yearly.7055.desc.ending
}
theme = dynasty
override_background = { reference = study }
left_portrait = {
character = root
animation = throne_room_writer
}
right_portrait = {
character = scope:friend
animation = chancellor
}
lower_right_portrait = {
character = scope:poet
}
cooldown = { years = 10 }
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
gold >= medium_gold_value
OR = {
NOT = { has_trait = blind }
any_court_position_holder = {
type = court_poet_court_position
is_available_ai_adult = yes
}
any_relation = {
type = friend
is_available_ai_adult = yes
learning >= 13
learning > root.learning
}
}
any_memory = {
OR = {
has_memory_category = battle
has_memory_category = intimidation
has_memory_category = family
has_memory_category = war
has_memory_category = relationships
}
NOT = {
has_memory_category = private
}
}
}
immediate = {
save_scope_as = owner
random_memory = {
limit = {
OR = {
has_memory_category = battle
has_memory_category = intimidation
has_memory_category = family
has_memory_category = war
has_memory_category = relationships
}
NOT = {
has_memory_category = private
}
}
save_scope_as = recorded_memory
if = {
limit = {
any_memory_participant = {
this != root
}
}
random_memory_participant = {
limit = {
this != root
}
save_scope_as = memory_participant
}
}
}
if = {
limit = {
employs_court_position = court_poet_court_position
any_court_position_holder = {
type = court_poet_court_position
is_available_ai_adult = yes
}
}
random_court_position_holder = {
type = court_poet_court_position
limit = {
is_available_ai_adult = yes
}
save_scope_as = poet
}
}
if = {
limit = {
any_relation = {
type = friend
is_available_ai_adult = yes
learning >= 13
learning > root.learning
}
}
random_relation = {
type = friend
limit = {
is_available_ai_adult = yes
learning >= 13
learning > root.learning
}
save_scope_as = friend
}
}
}
option = { # Make your poet do it
name = bp1_yearly.7055.poet
trigger = {
exists = scope:poet
}
remove_short_term_gold = minor_gold_value
if = {
limit = {
exists = scope:memory_participant
}
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = 50
quality = 50
}
}
else = {
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = 50
quality = 50
}
}
}
else = {
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
}
}
else = {
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_2_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
}
}
}
hidden_effect_new_object = {
scope:newly_created_artifact = {
random_list = {
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = battle
has_memory_category = war
}
}
}
add_scaled_artifact_modifier_combat_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
has_memory_category = intimidation
}
}
add_scaled_artifact_modifier_intrigue_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = family
has_memory_category = relationships
}
}
}
add_scaled_artifact_modifier_majesty_effect = yes
}
}
}
}
stress_impact = {
paranoid = medium_stress_gain
impatient = medium_stress_gain
humble = minor_stress_gain
greedy = medium_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_honor = 1
}
modifier = {
factor = 0
gold < major_gold_value
}
}
}
option = { # Have a friend help
name = bp1_yearly.7055.friend
trigger = {
exists = scope:friend
}
remove_short_term_gold = minor_gold_value
scope:friend = {
add_opinion = {
target = root
modifier = friendliness_opinion
opinion = 30
}
}
if = {
limit = {
can_set_relation_best_friend_trigger = { CHARACTER = scope:friend }
}
set_relation_best_friend = { reason = best_friend_helped_pen_memory copy_reason = friend target = scope:friend }
}
if = {
limit = {
exists = scope:memory_participant
}
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = 50
quality = 50
}
}
else = {
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = 50
quality = 50
}
}
}
else = {
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
}
}
else = {
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_2_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
}
}
}
hidden_effect_new_object = {
scope:newly_created_artifact = {
random_list = {
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = battle
has_memory_category = war
}
}
}
add_scaled_artifact_modifier_combat_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
has_memory_category = intimidation
}
}
add_scaled_artifact_modifier_intrigue_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = family
has_memory_category = relationships
}
}
}
add_scaled_artifact_modifier_majesty_effect = yes
}
}
}
}
stress_impact = {
paranoid = medium_stress_gain
impatient = medium_stress_gain
humble = minor_stress_gain
greedy = medium_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_honor = 1
}
modifier = {
factor = 0
gold < major_gold_value
}
}
}
option = { #Make a book of the memory, high skill!
name = bp1_yearly.7055.high_skill
trigger = {
learning >= 13
NOT = { has_trait = blind }
}
remove_short_term_gold = medium_gold_value
if = {
limit = {
exists = scope:memory_participant
}
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = 50
quality = 50
}
}
else = {
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = 50
quality = 50
}
}
}
else = {
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
}
}
else = {
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_2_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
}
}
}
hidden_effect_new_object = {
scope:newly_created_artifact = {
random_list = {
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = battle
has_memory_category = war
}
}
}
add_scaled_artifact_modifier_combat_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
has_memory_category = intimidation
}
}
add_scaled_artifact_modifier_intrigue_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = family
has_memory_category = relationships
}
}
}
add_scaled_artifact_modifier_majesty_effect = yes
}
}
}
}
stress_impact = {
lazy = medium_stress_gain
greedy = medium_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_honor = 1
}
modifier = {
factor = 0
gold < major_gold_value
}
}
}
option = { #Make a book of the memory
name = bp1_yearly.7055.a
trigger = {
learning < 13
NOT = { has_trait = blind }
}
remove_short_term_gold = medium_gold_value
if = {
limit = {
exists = scope:memory_participant
}
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
wealth = 10
quality = 20
save_scope_as = newly_created_artifact
}
}
else = {
create_artifact = {
name = recorded_memory_character
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_1_modifier
wealth = 10
quality = 20
save_scope_as = newly_created_artifact
}
}
}
else = {
if = {
limit = {
artifacts_use_indian_books_trigger = yes
}
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = indian_book
modifier = artifact_monthly_minor_prestige_1_modifier
wealth = 10
quality = 20
save_scope_as = newly_created_artifact
}
}
else = {
create_artifact = {
name = recorded_memory
type = journal
creator = root
description = recorded_memory_desc
visuals = book
modifier = artifact_monthly_minor_prestige_1_modifier
wealth = 10
quality = 20
save_scope_as = newly_created_artifact
}
}
}
hidden_effect_new_object = {
scope:newly_created_artifact = {
random_list = {
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = battle
has_memory_category = war
}
}
}
add_scaled_artifact_modifier_combat_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
has_memory_category = intimidation
}
}
add_scaled_artifact_modifier_intrigue_effect = yes
}
10 = {
trigger = {
scope:recorded_memory = {
OR = {
has_memory_category = family
has_memory_category = relationships
}
}
}
add_scaled_artifact_modifier_majesty_effect = yes
}
}
}
}
stress_impact = {
lazy = medium_stress_gain
greedy = medium_stress_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
ai_honor = 1
}
modifier = {
factor = 0
gold < major_gold_value
}
}
}
option = { #Don't make a book relax instead
name = bp1_yearly.7055.b
stress_impact = {
diligent = medium_stress_gain
}
ai_chance = {
base = 25
modifier = {
factor = 0
has_trait = diligent
}
}
}
after = {
if = {
limit = {
exists = scope:newly_created_artifact
has_royal_court = yes
}
scope:newly_created_artifact = {
add_scaled_artifact_modifier_grandeur_small_effect = yes
add_scaled_artifact_modifier_scholarship_effect = yes
reforge_artifact = {
type = book
}
}
}
}
}
##################################
# Intimidation #
# By Daniel Moore #
##################################
bp1_yearly.7056 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7056.t
desc = {
desc = bp1_yearly.7056.desc
}
theme = dread
override_background = { reference = dungeon }
left_portrait = {
character = root
animation = laugh
}
right_portrait = {
character = scope:intimidation_target
animation = fear
}
cooldown = { years = 10 }
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
OR = {
has_focus_or_focus_trait_trigger = { FOCUS = intrigue_intimidation_focus }
has_personality_malicious_trigger = yes
}
OR = {
any_vassal = {
is_available_ai_adult = yes
has_any_good_relationship_with_root_trigger = no
ai_boldness <= 25
}
any_courtier = {
is_available_ai_adult = yes
has_any_good_relationship_with_root_trigger = no
ai_boldness <= 25
}
}
any_memory = {
has_memory_category = intimidation
}
}
immediate = {
random_memory = {
limit = {
has_memory_category = intimidation
}
save_scope_as = intimidation_memory
}
random_vassal = {
limit = {
exists = joined_faction
is_available_ai_adult = yes
has_any_good_relationship_with_root_trigger = no
ai_boldness <= 25
}
alternative_limit = {
is_landed = yes
primary_title.tier >= tier_county
is_available_ai_adult = yes
has_any_good_relationship_with_root_trigger = no
ai_boldness <= 25
}
alternative_limit = {
is_available_ai_adult = yes
has_any_good_relationship_with_root_trigger = no
ai_boldness <= 25
}
save_scope_as = intimidation_target
}
if = {
limit = {
NOT = { exists = scope:intimidation_target }
}
random_courtier = {
limit = {
is_available_ai_adult = yes
has_any_good_relationship_with_root_trigger = no
ai_boldness <= 25
}
save_scope_as = intimidation_target
}
}
}
option = { #Intimidate them for a favor
name = bp1_yearly.7056.a
trigger = {
can_add_hook = {
target = scope:intimidation_target
type = threat_hook
}
}
add_hook = {
target = scope:intimidation_target
type = threat_hook
}
scope:intimidation_target = {
add_opinion = {
target = root
modifier = scared_opinion
opinion = -10
}
if = {
limit = {
exists = joined_faction
}
joined_faction = {
scope:intimidation_target = {
leave_faction_with_cooldown_effect = {
FACTION = prev
YEARS = 20
}
}
}
}
}
stress_impact = {
compassionate = massive_stress_gain
forgiving = major_stress_impact_gain
generous = medium_stress_impact_gain
greedy = medium_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = forgiving
has_trait = generous
}
}
}
}
option = { #Have them spread word of your dread
name = bp1_yearly.7056.b
add_dread = medium_dread_gain
scope:intimidation_target = {
add_opinion = {
target = root
modifier = scared_opinion
opinion = -10
}
if = {
limit = {
exists = joined_faction
}
joined_faction = {
scope:intimidation_target = {
leave_faction_with_cooldown_effect = {
FACTION = prev
YEARS = 20
}
}
}
}
}
stress_impact = {
humble = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
content = medium_stress_impact_gain
wrathful = minor_stress_impact_loss
arrogant = minor_stress_impact_loss
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = humble
has_trait = paranoid
has_trait = content
}
}
}
}
}
##################################
# Yearning #
# By Daniel Moore #
##################################
scripted_trigger bp1_yearly_7057_valid_participant = {
is_alive = yes
NOT = {
has_relation_lover = root
}
root = {
can_start_scheme = {
type = seduce
target_character = prev
}
}
}
bp1_yearly.7057 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7057.t
desc = {
desc = bp1_yearly.7057.desc
triggered_desc = {
trigger = {
is_female = yes
}
desc = bp1_yearly.7057.desc.female
}
triggered_desc = {
trigger = {
is_female = no
}
desc = bp1_yearly.7057.desc.male
}
}
theme = seduction
override_background = { reference = temple }
left_portrait = {
character = root
animation = shame
}
right_portrait = {
character = scope:realm_priest
animation = disgust
}
lower_right_portrait = {
character = scope:sex_partner
animation = flirtation_left
}
cooldown = { years = 30 }
trigger = {
is_playable_character = yes
is_available_at_peace_adult = yes
has_bp1_dlc_trigger = yes
OR = {
cp:councillor_court_chaplain ?= { is_available_ai_adult = yes }
any_courtier_or_guest = {
is_available_ai_adult = yes
is_clergy = yes
}
}
NOR = {
has_trait = celibate
has_trait = chaste
any_relation = { type = soulmate }
}
any_memory = {
memory_type = had_sex
any_memory_participant = { bp1_yearly_7057_valid_participant = yes }
}
}
immediate = {
if = {
limit = { exists = cp:councillor_court_chaplain }
cp:councillor_court_chaplain = { save_scope_as = realm_priest }
}
else = {
random_courtier_or_guest = {
limit = {
is_available_ai_adult = yes
is_clergy = yes
}
save_scope_as = realm_priest
}
}
random_memory = {
memory_type = had_sex
limit = {
any_memory_participant = { bp1_yearly_7057_valid_participant = yes }
}
save_scope_as = sex_memory
random_memory_participant = {
limit = { bp1_yearly_7057_valid_participant = yes }
save_scope_as = sex_partner
}
}
}
option = { #Start a scheme to seduce them
name = bp1_yearly.7057.a
trigger = {
can_start_scheme = {
type = seduce
target_character = scope:sex_partner
}
}
start_scheme = {
type = seduce
target_character = scope:sex_partner
}
custom_tooltip = diplomacy_family.2250.b.tt
random_scheme = {
type = seduce
limit = {
scheme_target_character = scope:sex_partner
}
add_scheme_modifier = {
type = sex_memory_modifier
}
}
stress_impact = {
lustful = medium_stress_impact_loss
lazy = minor_stress_impact_gain
content = medium_stress_impact_gain
chaste = massive_stress_impact_gain
celibate = massive_stress_impact_gain
}
ai_chance = {
base = 0
modifier = {
add = 100
might_cheat_on_every_partner_trigger = yes
}
modifier = {
factor = 0
OR = {
has_trait = content
has_trait = chaste
has_trait = celibate
}
}
}
}
option = { #Release Stress
name = bp1_yearly.7057.c
trigger = {
OR = {
is_deviant_trigger = yes
has_trait = lustful
}
}
trait = deviant
trait = lustful
stress_impact = {
base = major_stress_impact_loss
chaste = massive_stress_impact_gain
celibate = massive_stress_impact_gain
shy = major_stress_impact_gain
}
scope:realm_priest = {
add_opinion = {
modifier = defiled_place_of_worship_opinion
target = root
}
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = shy
has_trait = chaste
has_trait = celibate
}
}
}
}
option = { #Move on
name = bp1_yearly.7057.b
add_piety = minor_piety_gain
scope:realm_priest = {
add_opinion = {
target = root
modifier = pious_opinion
opinion = 15
}
}
stress_impact = {
base = minor_stress_impact_gain
lustful = major_stress_impact_gain
deviant = major_stress_impact_gain
stubborn = medium_stress_impact_gain
fickle = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0.1 # To make sure the AI doesn't start improper seduction schemes
OR = {
has_trait = lustful
has_trait = deviant
has_trait = stubborn
has_trait = fickle
}
}
}
}
}
##################################
# Overindulgence #
# By Daniel Moore #
##################################
bp1_yearly.7058 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7058.t
desc = bp1_yearly.7058.desc
theme = unfriendly
left_portrait = {
character = root
animation = anger
}
right_portrait = {
character = scope:greedy_courtier
animation = drink
}
override_background = { reference = bp1_wine_cellar }
cooldown = { years = 30 }
trigger = {
gold >= medium_gold_value
any_courtier_or_guest = {
is_available_ai_adult = yes
OR = {
has_trait = gluttonous
has_trait = comfort_eater
}
}
has_bp1_dlc_trigger = yes
# Standard checks.
is_available_at_peace_adult = yes
is_landed = yes
}
immediate = {
random_courtier_or_guest = {
limit = {
is_available_ai_adult = yes
OR = {
has_trait = gluttonous
has_trait = comfort_eater
}
}
save_scope_as = greedy_courtier
}
remove_short_term_gold = minor_gold_value
}
option = { # Bond
name = bp1_yearly.7058.glutton
trigger = {
OR = {
has_trait = gluttonous
has_trait = comfort_eater
}
scope:greedy_courtier = { NOT = { has_relation_friend = root } }
}
trait = gluttonous
trait = comfort_eater
reverse_add_opinion = {
target = scope:greedy_courtier
modifier = grateful_opinion
opinion = 50
}
scope:greedy_courtier = {
if = {
limit = { can_set_relation_friend_trigger = { CHARACTER = root } }
set_relation_friend = { reason = friend_bonded_over_food target = root }
}
hidden_effect = {
change_current_weight = 20
}
}
hidden_effect = {
change_current_weight = 20
}
stress_impact = {
gluttonous = medium_stress_impact_loss
vengeful = medium_stress_impact_gain
wrathful = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = vengeful
has_trait = wrathful
has_trait = sadistic
has_trait = callous
}
}
}
}
option = { # You will pay it back, and some extra
name = bp1_yearly.7058.a
trigger = {
scope:greedy_courtier.gold > 0
}
scope:greedy_courtier = {
pay_short_term_gold = {
target = root
gold = {
value = root.medium_gold_value
max = scope:greedy_courtier.gold
}
}
}
reverse_add_opinion = {
target = scope:greedy_courtier
modifier = unfriendly_opinion
opinion = -20
}
stress_impact = {
generous = major_stress_impact_gain
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = compassionate
has_trait = forgiving
}
}
}
}
option = { # Enjoy the dungeon
name = bp1_yearly.7058.b
rightfully_imprison_character_effect = {
TARGET = scope:greedy_courtier
IMPRISONER = root
}
stress_impact = {
greedy = medium_stress_impact_loss
gluttonous = medium_stress_impact_loss
compassionate = medium_stress_impact_gain
}
stress_impact = {
forgiving = massive_stress_impact_gain
generous = major_stress_impact_gain
compassionate = medium_stress_impact_gain
calm = minor_stress_impact_gain
patient = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = generous
has_trait = compassionate
has_trait = forgiving
}
}
}
}
option = { #Let them go
name = bp1_yearly.7058.c
reverse_add_opinion = {
target = scope:greedy_courtier
modifier = grateful_opinion
opinion = 20
}
scope:greedy_courtier = {
progress_towards_friend_effect = {
REASON = friend_bonded_over_food
CHARACTER = root
OPINION = 0
}
}
stress_impact = {
base = minor_stress_impact_gain
greedy = medium_stress_impact_gain
gluttonous = medium_stress_impact_gain
sadistic = medium_stress_impact_gain
callous = medium_stress_impact_gain
arbitrary = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = greedy
has_trait = gluttonous
has_trait = sadistic
has_trait = callous
has_trait = arbitrary
}
}
}
}
}
##################################
# Dead Friends #
# By Daniel Moore #
##################################
bp1_yearly.7029 = {
hidden = yes
trigger = {
is_adult = yes
is_landed = yes
has_bp1_dlc_trigger = yes
exists = scope:dead_friend_spouse
exists = scope:dead_friend
scope:dead_friend_spouse = {
is_available_ai_adult = yes
is_eunuch_trigger = no
NOR = {
has_trait = chaste
has_trait = celibate
has_relation_lover = root
}
}
trigger_if = {
limit = {
scope:dead_friend_spouse = {
NOR = {
has_trait = deviant
has_trait = lustful
has_trait = incestuous
}
}
}
NOT = {
is_close_family_of = scope:dead_friend_spouse
}
}
matching_gender_and_sexuality_trigger = {
CHARACTER_1 = root
CHARACTER_2 = scope:dead_friend_spouse
}
}
immediate = {
random_memory = {
memory_type = friend_died
limit = {
any_memory_participant = {
this = scope:dead_friend
}
}
save_scope_as = dead_friend_memory
}
random_list = {
1 = { #Small chance to fire this when your friend dies.
modifier = {
add = 20
scope:dead_friend_spouse = {
OR = {
has_trait = lustful
has_trait = rakish
}
}
}
modifier = {
add = 20
has_focus_or_focus_trait_trigger = { FOCUS = intrigue_temptation_focus }
}
trigger_event = {
id = bp1_yearly.7030
days = { 10 20 }
}
}
14 = { #Empty chance to make the other chance rarer.
}
}
}
}
bp1_yearly.7030 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7030.t
desc = bp1_yearly.7030.desc
theme = seduction
override_background = {
reference = bedchamber
}
left_portrait = {
character = root
animation = disbelief
}
right_portrait = {
character = scope:dead_friend_spouse
animation = flirtation
}
trigger = {
is_available_adult = yes
is_playable_character = yes
has_bp1_dlc_trigger = yes
exists = scope:dead_friend_spouse
trigger_if = {
limit = {
scope:dead_friend_spouse = {
NOR = {
has_trait = deviant
has_trait = lustful
has_trait = incestuous
}
}
}
NOT = {
is_close_family_of = scope:dead_friend_spouse
}
}
matching_gender_and_sexuality_trigger = {
CHARACTER_1 = root
CHARACTER_2 = scope:dead_friend_spouse
}
might_cheat_on_every_partner_trigger = yes
scope:dead_friend_spouse = {
is_available_ai_adult = yes
might_cheat_on_every_partner_trigger = yes
NOR = {
has_trait = chaste
has_trait = celibate
has_relation_lover = root
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
}
}
immediate = {
scope:dead_friend_spouse = {
add_character_flag = single_combat_stripped_to_waist
}
add_character_flag = no_sex_stress_loss
}
on_trigger_fail = {
trigger_event = {
id = bp1_yearly.7030
days = 100
}
}
option = {
name = bp1_yearly.7030.a
had_sex_with_effect = { CHARACTER = scope:dead_friend_spouse PREGNANCY_CHANCE = pregnancy_chance }
scope:dead_friend_spouse = {
add_opinion = {
modifier = pleased_opinion
target = root
opinion = 20
}
if = {
limit = {
can_set_relation_potential_lover_trigger = { CHARACTER = root }
}
set_relation_potential_lover = root
}
}
stress_impact = {
lustful = medium_stress_impact_loss
rakish = minor_stress_impact_loss
disloyal = medium_stress_impact_loss
chaste = major_stress_impact_gain
celibate = major_stress_impact_gain
content = medium_stress_impact_gain
loyal = medium_stress_impact_gain
temperate = minor_stress_impact_gain
paranoid = minor_stress_impact_gain
callous = minor_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = chaste
has_trait = celibate
has_trait = content
has_trait = loyal
}
}
}
}
option = {
name = bp1_yearly.7030.b
add_piety = 100
scope:dead_friend_spouse = {
add_opinion = {
modifier = rejected_opinion
target = root
opinion = -50
}
}
stress_impact = {
lustful = major_stress_impact_gain
rakish = major_stress_impact_gain
trusting = medium_stress_impact_gain
fickle = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = lustful
has_trait = rakish
has_trait = trusting
has_trait = fickle
}
}
}
}
after = {
scope:dead_friend_spouse = {
remove_character_flag = single_combat_stripped_to_waist
}
remove_character_flag = no_sex_stress_loss
}
}
#########################################
# Excreta incident, gain Nemesis #
# By almost everyone in the design team #
#########################################
bp1_yearly.7100 = {
type = character_event
content_source = dlc_006
title = bp1_yearly.7100.t
desc = bp1_yearly.7100.desc
theme = unfriendly
left_portrait = {
character = root
animation = disgust
}
right_portrait = {
character = scope:excrement_agent
animation = laugh
}
lower_center_portrait = scope:potential_nemesis
override_background = { reference = bp1_crossroads_inn }
cooldown = { years = 10 }
trigger = {
# DLC check.
has_dlc_feature = friends_and_foes
# Standard checks.
is_playable_character = yes
is_available_at_peace_adult = yes
NOT = {
should_be_naked_trigger = yes
}
num_of_relation_nemesis <= 0
any_relation = {
type = rival
is_available_ai_adult = yes
num_of_relation_nemesis <= 0
NOT = {
has_trait = forgiving
}
}
any_pool_character = {
province = root.capital_province
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
NOT = {
has_any_good_relationship_with_root_trigger = yes
}
}
}
weight_multiplier = {
base = 1
}
immediate = {
random_pool_character = {
province = root.capital_province
limit = {
is_available_ai_adult = yes
has_no_particular_noble_roots_trigger = yes
NOT = {
has_any_good_relationship_with_root_trigger = yes
}
}
save_scope_as = excrement_agent
}
random_relation = {
type = rival
limit = {
is_available_ai_adult = yes
num_of_relation_nemesis <= 0
NOT = {
has_trait = forgiving
}
}
save_scope_as = potential_nemesis
}
random_held_county = {
save_scope_as = owned_county
}
if = {
limit = {
NOT = { exists = scope:owned_county }
}
capital_county = {
save_scope_as = owned_county
}
}
add_character_modifier = {
modifier = drenched_in_excrement_roco_modifier
years = 3
}
if = {
limit = {
scope:potential_nemesis = { is_married = yes }
}
scope:potential_nemesis = {
random_spouse = {
limit = {
root = {
can_start_scheme = {
type = seduce
target_character = prev
}
}
is_available_ai_adult = yes
}
save_scope_as = nemesis_spouse_target
}
}
}
if = {
limit = {
scope:potential_nemesis = {
any_owned_story = {
type = story_cycle_pet_cat
}
}
}
scope:potential_nemesis = {
random_owned_story = {
type = story_cycle_pet_cat
save_scope_as = cat_story
}
}
}
if = {
limit = {
has_any_nickname = no
}
random_list = {
50 = {
give_nickname = nick_the_dunged
}
50 = {
give_nickname = nick_the_smelly
}
}
}
}
option = { # Deviant
name = bp1_yearly.7100.e
trait = deviant
trigger = {
is_deviant_trigger = yes
NOT = { # 4 Options max
exists = scope:cat_story
}
}
add_prestige = major_prestige_loss
if = {
limit = {
scope:potential_nemesis = {
is_deviant_trigger = yes
}
}
progress_towards_lover_effect = {
CHARACTER = scope:potential_nemesis
REASON = lover_covered_excreta
OPINION = default_lover_opinion
}
}
stress_impact = {
base = major_stress_impact_loss
chaste = major_stress_impact_gain
vengeful = major_stress_impact_gain
arrogant = major_stress_impact_gain
wrathful = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = chaste
has_trait = vengeful
has_trait = arrogant
has_trait = wrathful
}
}
}
}
option = { #Drown, no, drown AND THEN SKIN their pet
name = bp1_yearly.7100.c
trigger = {
exists = scope:cat_story
}
set_relation_nemesis = { reason = nemesis_skinned_cat target = scope:potential_nemesis }
add_internal_flag = special
flavor = bp1_yearly.7100.c.tt
show_as_tooltip = {
remove_cat_story_modifiers_effect = yes
}
scope:cat_story = {
hidden_effect = { end_story = yes }
}
scope:potential_nemesis = {
add_character_modifier = {
modifier = skinned_pet_modifier
years = 15
}
reverse_add_opinion = {
modifier = vengeful_opinion
opinion = -75
target = root
}
add_trait = depressed_1
}
stress_impact = {
just = medium_stress_impact_gain
forgiving = major_stress_impact_gain
compassionate = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = just
has_trait = forgiving
has_trait = compassionate
}
}
}
}
#Now it's _personal_
option = {
name = bp1_yearly.7100.a
trigger = {
exists = scope:nemesis_spouse_target
can_start_scheme = {
type = seduce
target_character = scope:nemesis_spouse_target
}
}
set_relation_nemesis = { reason = nemesis_excrement target = scope:potential_nemesis }
start_scheme = {
type = seduce
target_character = scope:nemesis_spouse_target
}
custom_tooltip = diplomacy_family.2250.b.tt
hidden_effect = {
random_scheme = {
type = seduce
limit = {
scheme_target_character = scope:nemesis_spouse_target
}
add_scheme_modifier = {
type = extra_success_chance_modifier
}
}
}
add_character_modifier = {
modifier = focused_on_revenge_modifier
years = 25
}
stress_impact = {
chaste = major_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = chaste
}
}
}
option = { # Attempt to have them murdered
name = bp1_yearly.7100.b
set_relation_nemesis = { reason = nemesis_excrement target = scope:potential_nemesis }
if = {
limit = {
can_start_scheme = {
type = murder
target_character = scope:potential_nemesis
}
}
start_scheme = {
type = murder
target_character = scope:potential_nemesis
}
custom_tooltip = diplomacy_family.2250.b.tt
hidden_effect = {
random_scheme = {
type = murder
limit = {
scheme_target_character = scope:potential_nemesis
}
add_scheme_modifier = {
type = extra_success_chance_modifier
}
}
}
}
add_character_modifier = {
modifier = focused_on_revenge_modifier
years = 25
}
stress_impact = {
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
has_trait = forgiving
}
}
}
option = { #Take it on the cheek
name = bp1_yearly.7100.d
add_prestige = major_prestige_loss
scope:potential_nemesis = {
add_stress = massive_stress_impact_loss
}
stress_impact = {
vengeful = massive_stress_impact_gain
arrogant = massive_stress_impact_gain
wrathful = massive_stress_impact_gain
}
ai_chance = {
base = 100
modifier = {
factor = 0
OR = {
has_trait = vengeful
has_trait = arrogant
has_trait = wrathful
}
}
}
}
}