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