################################################################################################################## # Medievel Thievery Events # Developed by DevZero # Notes: Need to start war in event option: learn it! ################################################################################################################## # Events are in order as follows: # 1001, 2001, 3001 - Alert player of sucessful theft against them -- gold / prestige / piety respectively # 1002, 1003, 1004 - Player action to unsuccessful theft against them -- gold / prestige / piety respectively for flavor text # 1021, 1022 - Second layer to player action -- Reciprocal Thieve / Reciprocal Scheme # 5000 - Fallback for player to reselect options (didn't like or wanted to see the rest) namespace = mt_event # Event to let player know there was a successful attempt against them to steal gold mt_event.1001 = { type = character_event title = mt_notify_gold_title desc = mt_notify_gold_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } option = { name = mt_notify_gold_option.a } option = { name = mt_notify_gold_option.b } } # Event to let player know there was a successful attempt against them to steal prestige mt_event.2001 = { type = character_event title = mt_notify_prestige_title desc = mt_notify_prestige_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } option = { name = mt_notify_prestige_option.a } option = { name = mt_notify_prestige_option.b } option = { name = mt_notify_prestige_option.c } } # Event to let player know there was a successful attempt against them to steal piety mt_event.3001 = { type = character_event title = mt_notify_piety_title desc = mt_notify_piety_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } option = { name = mt_notify_piety_option.a } option = { name = mt_notify_piety_option.b } option = { name = mt_notify_piety_option.c } } ################################################################################################################################## ################################################################################################################################## # Caught! # Steal Failure Gold -- Advises Player of theif, player can select two reciprical action categories or two actions mt_event.1002 = { type = character_event title = mt_caught_gold_reciprocal_main_title desc = mt_caught_gold_reciprocal_main_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } # Two can play at that game! - Thieve Back option = { name = mt_reciprocal_thieve_option.tt trigger_event = { id = mt_event.1021 } } # Let's make this personal! - Get back at character directly (murder / abduct) option = { name = mt_reciprocal_personal_scheme_option.tt trigger_event = { id = mt_event.1022 } } # Start war - No overreaction here to speak of ... option = { name = mt_reciprocal_war_option.tt custom_tooltip = mt_reciprocal_war_desc.tt scope:mt_victim = { start_war = { casus_belli = mt_recompense_cb target = scope:mt_thief target_title = scope:mt_thief.capital_county } } } # let it go -- stress relieving (especially forgiving characters). option = { name = mt_non_reciprocal_option.tt scope:mt_victim = { if = { limit = { has_trait = forgiving } add_stress = -50 } else = { add_stress = -10 } } } } #Steal Failure Prestige mt_event.1003 = { type = character_event title = mt_caught_prestige_reciprocal_main_title desc = mt_caught_prestige_reciprocal_main_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } # Two can play at that game! - Thieve Back option = { name = mt_reciprocal_thieve_option.tt trigger_event = { id = mt_event.1021 } } # Let's make this personal! - Get back at character directly (murder / abduct) option = { name = mt_reciprocal_personal_scheme_option.tt trigger_event = { id = mt_event.1022 } } # Start war - No overreaction here to speak of ... option = { name = mt_reciprocal_war_option.tt custom_tooltip = mt_reciprocal_war_desc.tt scope:mt_victim = { start_war = { casus_belli = county_conquest_cb target = scope:mt_thief target_title = scope:mt_thief.capital_county } } } # let it go -- stress relieving (especially forgiving characters). option = { name = mt_non_reciprocal_option.tt scope:mt_victim = { if = { limit = { has_trait = forgiving } add_stress = -50 } else = { add_stress = -10 } } } } # Steal Failure Piety mt_event.1004 = { type = character_event title = mt_caught_piety_reciprocal_main_title desc = mt_caught_piety_reciprocal_main_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } # Two can play at that game! - Thieve Back option = { name = mt_reciprocal_thieve_option.tt trigger_event = { id = mt_event.1021 } } # Let's make this personal! - Get back at character directly (murder / abduct) option = { name = mt_reciprocal_personal_scheme_option.tt trigger_event = { id = mt_event.1022 } } # # Start war - No overreaction here to speak of ... option = { name = mt_reciprocal_war_option.tt custom_tooltip = mt_reciprocal_war_desc.tt scope:mt_victim = { start_war = { casus_belli = mt_recompense_cb target = scope:mt_thief target_title = scope:mt_thief.capital_county } } } # let it go -- stress relieving (especially forgiving characters). option = { name = mt_non_reciprocal_option.tt scope:mt_victim = { if = { limit = { has_trait = forgiving } add_stress = -50 } else = { add_stress = -10 } } } } ######################################################################################################### # Reciprocal Thievery mt_event.1021 = { type = character_event title = mt_reiprocal_thieve_main_title desc = mt_reiprocal_thieve_main_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } # Send scoundrels (take all gold or kills thief) option = { name = mt_reciprocal_thieve_employ_rogues_option custom_tooltip = mt_reciprocal_rogues_employ_desc.tt random_list = { 20 = { scope:mt_thief = { pay_short_term_gold = { target = scope:mt_victim gold = mt_thief_caught_gold_value } } } 70 = { scope:mt_thief = { add_trait = wounded_1 } } 10 = { } } } # Send marauders to torment their capital option = { name = mt_reciprocal_thieve_scoundrel_disturb_option custom_tooltip = mt_reciprocal_scoundrel_disturb_employ_desc.tt scope:mt_thief.capital_county = { random_list = { 50 = { change_development_level = -1 } 50 = { change_development_progress = -50 } } add_county_modifier = county_corruption_bandits_rampant_modifier } } # Send scoundrels to thieve the realm (may get artifact) option = { name = mt_reciprocal_thieve_employ_theives_option custom_tooltip = mt_reciprocal_thieve_employ_desc.tt random_list = { 20 = { scope:mt_victim = { mt_thief_commonfolk_atrifact_effect_01 = yes } } 20 = { scope:mt_victim = { mt_thief_commonfolk_atrifact_effect_02 = yes } } 20 = { scope:mt_victim = { mt_thief_commonfolk_atrifact_effect_03 = yes } } 20 = { scope:mt_victim = { mt_thief_commonfolk_atrifact_effect_04 = yes } } 20 = { scope:mt_victim = { mt_thief_commonfolk_atrifact_effect_05 = yes } } } random_list = { 50 = { scope:mt_thief.capital_county = { add_county_modifier = county_corruption_thieves_guild_modifier } } 50 = { } } } # Nevermind option = { name = mt_reciprocal_nervermind_exit.tt trigger_event = { id = mt_event.5000 } } } # Personal Schemes mt_event.1022 = { type = character_event title = mt_reciprocal_personal_title desc = mt_reciprocal_personal_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } # Murder the ne'er-do-well! option = { name = mt_reciprocal_murder_option.tt scope:mt_victim = { start_scheme = { type = murder target = scope:mt_thief } } } # Abduct the ne'er-do-well! option = { name = mt_reciprocal_abduct_option.tt scope:mt_victim = { start_scheme = { type = abduct target = scope:mt_thief } } } # Nevermind option = { name = mt_reciprocal_nervermind_exit.tt trigger_event = { id = mt_event.5000 } } } ############################################################################################################# # Redirect Fallback Should Player want to address different options or see all -- 'Nevermind Option Event' mt_event.5000 = { type = character_event title = mt_reciprocal_fallback_title desc = mt_reciprocal_fallback_desc theme = default override_background = { reference = study } left_portrait = { character = scope:mt_victim animation = personality_bold } # Two can play at that game! - Thieve Back option = { name = mt_reciprocal_thieve_option.tt trigger_event = { id = mt_event.1021 } } # Let's make this personal! - Get back at character directly (murder / abduct / fab hook) option = { name = mt_reciprocal_personal_scheme_option.tt trigger_event = { id = mt_event.1022 } } # Start war -- don't know how to create claim on artifact option = { name = mt_reciprocal_war_option.tt custom_tooltip = mt_reciprocal_war_desc.tt scope:mt_victim = { start_war = { casus_belli = mt_recompense_cb target = scope:mt_thief target_title = scope:mt_thief.capital_county } } } # let it go -- stress relieving (especially forgiving characters) and opinion boost with nayer-do-well. option = { name = mt_non_reciprocal_option.tt scope:mt_victim = { if = { limit = { has_trait = forgiving } add_stress = -50 } else = { add_stress = -10 } } } }