namespace = random ##BANDITS IN YOUR REALM## #bandits appear# character_event = { id = random.0 title = BANDITS # Bandits desc = "EVTDESCRANDOM.0" picture = "GFX_evt_burning_house" trigger={ ai = no NOT = { has_character_flag = random0 } OR = { religion = Haelyn religion = Sera religion = Avani religion = Erik } } mean_time_to_happen = { years = 15 } option = { name = HIRE_SOME_ADVENTURERS_TO_DEAL_WITH_IT # Hire some adventurers to deal with it! wealth = -20 set_character_flag = random0 random_demesne_province = { add_province_modifier = { name = bandit_lair days = 3600 } } random_list = { 50 = { character_event = { id = random.1 days = 30 } } 50 = { character_event = { id = random.2 days = 30 } } } } option = { name = I_WILL_DEAL_WITH_THIS_MYSELF #"I will deal with this myself!" trigger = { OR = { trait = amateur_bard trait = novice_bard trait = trained_bard trait = master_bard trait = legendary_bard trait = amateur_mage trait = novice_mage trait = trained_mage trait = master_mage trait = legendary_mage trait = amateur_priest trait = novice_priest trait = trained_priest trait = master_priest trait = legendary_priest trait = amateur_ranger trait = novice_ranger trait = trained_ranger trait = master_ranger trait = legendary_ranger trait = amateur_rogue trait = novice_rogue trait = trained_rogue trait = master_rogue trait = legendary_rogue trait = amateur_fighter trait = novice_fighter trait = trained_fighter trait = master_fighter trait = legendary_fighter trait = amateur_sorcerer trait = novice_sorcerer trait = trained_sorcerer trait = master_sorcerer trait = legendary_sorcerer } } set_character_flag = random0 random_demesne_province = { add_province_modifier = { name = bandit_lair days = 3600 } } character_event = { id = random.3 days = 30 } add_trait = adventuring } option = { name = random.0.c #"Ignore them, and they'll go away!" trigger = { ai = no } random_demesne_province = { add_province_modifier = { name = bandit_lair days = 3600 } } } } #adventurers return victorious# character_event = { id = random.1 title = BANDITS # Bandits desc = "EVTDESCRANDOM.1" picture = "GFX_evt_son_asking_father" is_triggered_only = yes option = { name = random.1.a # Heroes indeed! They shall be richly rewarded. add_trait = just wealth = -20 random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } option = { name = random.1.b #"The bandit treasury was my tax revenue - hand it over!" add_trait = greedy set_character_flag = random1 wealth = 50 random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } option = { name = random.1.c #"Want to stay and court my daughter, strapping young hero?" trigger = { any_child = { is_female = yes age = 15 is_married = no } } create_character = { random_traits = yes dynasty = random religion = ROOT culture = ROOT female = no age = 23 attributes = { martial = 12 } trait = trained_fighter trait = strong trait = beautiful trait = brave } random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } } #adventurers return defeated# character_event = { id = random.2 title = BANDITS # Bandits desc = "EVTDESCRANDOM.2" picture = "GFX_evt_spymaster" is_triggered_only = yes option = { name = random.2.a # Curse them! Hire another party of adventurers... wealth = -20 random_list = { 50 = { character_event = { id = random.1 days = 30 } } 50 = { character_event = { id = random.2 days = 30 } } } } option = { name = random.2.b #"If you want something done, do it yourself! Saddle my horse!" trigger = { OR = { age = 16 trait = amateur_bard trait = novice_bard trait = trained_bard trait = master_bard trait = legendary_bard trait = amateur_mage trait = novice_mage trait = trained_mage trait = master_mage trait = legendary_mage trait = amateur_priest trait = novice_priest trait = trained_priest trait = master_priest trait = legendary_priest trait = amateur_ranger trait = novice_ranger trait = trained_ranger trait = master_ranger trait = legendary_ranger trait = amateur_rogue trait = novice_rogue trait = trained_rogue trait = master_rogue trait = legendary_rogue trait = amateur_fighter trait = novice_fighter trait = trained_fighter trait = master_fighter trait = legendary_fighter trait = amateur_sorcerer trait = novice_sorcerer trait = trained_sorcerer trait = master_sorcerer trait = legendary_sorcerer } } character_event = { id = random.3 days = 30 } add_trait = adventuring } option = { name = random.2.c #"To hell with it. Leave them alone." } } #liege sets out# character_event = { id = random.3 title = BANDITS # Bandits desc = "EVTDESCRANDOM.3" picture = "GFX_evt_carriage" is_triggered_only = yes option = { name = random.3.a # Men, get in there! I'll stay and guard the horses. random_list = { 33 = { character_event = { id = random.4 days = 30 } } 67 = { character_event = { id = random.5 days = 30 } } } } option = { name = ALRIGHT_MEN_THIS_IS_IT #"Alright men, this is it!" if = { limit = { OR = { trait = amateur_bard trait = novice_bard trait = trained_bard trait = amateur_mage trait = novice_mage trait = trained_mage trait = amateur_priest trait = novice_priest trait = trained_priest trait = amateur_ranger trait = novice_ranger trait = trained_ranger trait = amateur_rogue trait = novice_rogue trait = trained_rogue trait = amateur_fighter trait = novice_fighter trait = trained_fighter trait = amateur_sorcerer trait = novice_sorcerer trait = trained_sorcerer } } random_list = { 80 = { character_event = { id = random.6 days = 30 } } 20 = { character_event = { id = random.7 days = 30 } } } } if = { limit = { OR = { trait = master_bard trait = legendary_bard trait = master_mage trait = legendary_mage trait = master_priest trait = legendary_priest trait = master_ranger trait = legendary_ranger trait = master_rogue trait = legendary_rogue trait = master_fighter trait = legendary_fighter trait = master_sorcerer trait = legendary_sorcerer } } character_event = { id = random.8 days = 30 } } } } #guards go in, successfully# character_event = { id = random.4 title = BANDITS # Bandits desc = "EVTDESCRANDOM.4" picture = "GFX_evt_siege" is_triggered_only = yes option = { name = random.4.a # Excellent job men! Now bring me the loot! wealth = 50 remove_trait = adventuring add_trait = greedy set_character_flag = adventuringcoward random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } option = { name = random.4.b #"Excellent job men! You can keep the loot." remove_trait = adventuring random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } option = { name = random.4.c #"Bribe your men to tell tales of your own heroism in the fight." wealth = -50 remove_trait = adventuring set_character_flag = adventuringhero random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } } #guards go in, unsuccessfully# character_event = { id = random.5 title = BANDITS # Bandits desc = "EVTDESCRANDOM.5" picture = "GFX_evt_siege" is_triggered_only = yes option = { name = random.5.a # Brigands and blackhearts! *charge in alone* character_event = { id = random.9 days = 1 } } option = { name = CURSES_*FLEE_TO_SAFETY* #"Curses! *flee to safety*" remove_trait = adventuring } } #regent goes in, successfully# character_event = { id = random.6 desc = "EVTDESCRANDOM.6" picture = "GFX_evt_siege" is_triggered_only = yes option = { name = random.6.a # For the glory of us all, men! Victory! We share the loot. wealth = 5 remove_trait = adventuring random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } if = { limit = { trait = amateur_fighter } remove_trait = amateur_fighter add_trait = novice_fighter } if = { limit = { trait = novice_fighter } remove_trait = novice_fighter add_trait = trained_fighter } if = { limit = { trait = amateur_rogue } remove_trait = amateur_rogue add_trait = novice_rogue } if = { limit = { trait = novice_rogue } remove_trait = novice_rogue add_trait = trained_rogue } if = { limit = { trait = amateur_sorcerer } remove_trait = amateur_sorcerer add_trait = novice_sorcerer } if = { limit = { trait = novice_sorcerer } remove_trait = novice_sorcerer add_trait = trained_sorcerer } if = { limit = { trait = amateur_priest } remove_trait = amateur_priest add_trait = novice_priest } if = { limit = { trait = novice_priest } remove_trait = novice_priest add_trait = trained_priest } if = { limit = { trait = amateur_ranger } remove_trait = amateur_ranger add_trait = novice_ranger } if = { limit = { trait = novice_ranger } remove_trait = novice_ranger add_trait = trained_ranger } } option = { name = random.6.b #"A great victory, I won almost singlehanded. The loot is mine!" wealth = 50 remove_trait = adventuring random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } if = { limit = { trait = amateur_fighter } remove_trait = amateur_fighter add_trait = novice_fighter } if = { limit = { trait = novice_fighter } remove_trait = novice_fighter add_trait = trained_fighter } if = { limit = { trait = amateur_rogue } remove_trait = amateur_rogue add_trait = novice_rogue } if = { limit = { trait = novice_rogue } remove_trait = novice_rogue add_trait = trained_rogue } if = { limit = { trait = amateur_sorcerer } remove_trait = amateur_sorcerer add_trait = novice_sorcerer } if = { limit = { trait = novice_sorcerer } remove_trait = novice_sorcerer add_trait = trained_sorcerer } if = { limit = { trait = amateur_priest } remove_trait = amateur_priest add_trait = novice_priest } if = { limit = { trait = novice_priest } remove_trait = novice_priest add_trait = trained_priest } if = { limit = { trait = amateur_ranger } remove_trait = amateur_ranger add_trait = novice_ranger } if = { limit = { trait = novice_ranger } remove_trait = novice_ranger add_trait = trained_ranger } } option = { name = random.6.c #"A great victory! The loot shall go to the peasants!" remove_trait = adventuring add_trait = just set_character_flag = adventuringhero random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } if = { limit = { trait = amateur_fighter } remove_trait = amateur_fighter add_trait = novice_fighter } if = { limit = { trait = novice_fighter } remove_trait = novice_fighter add_trait = trained_fighter } if = { limit = { trait = amateur_rogue } remove_trait = amateur_rogue add_trait = novice_rogue } if = { limit = { trait = novice_rogue } remove_trait = novice_rogue add_trait = trained_rogue } if = { limit = { trait = amateur_sorcerer } remove_trait = amateur_sorcerer add_trait = novice_sorcerer } if = { limit = { trait = novice_sorcerer } remove_trait = novice_sorcerer add_trait = trained_sorcerer } if = { limit = { trait = amateur_priest } remove_trait = amateur_priest add_trait = novice_priest } if = { limit = { trait = novice_priest } remove_trait = novice_priest add_trait = trained_priest } if = { limit = { trait = amateur_ranger } remove_trait = amateur_ranger add_trait = novice_ranger } if = { limit = { trait = novice_ranger } remove_trait = novice_ranger add_trait = trained_ranger } } } #regent goes in, unsuccessfully# character_event = { id = random.7 title = BANDITS # Bandits desc = "EVTDESCRANDOM.7" picture = "GFX_evt_siege" is_triggered_only = yes option = { name = NOOOO_NOT_LIKE_THIS # Noooo! Not like this! remove_trait = adventuring random_list = { 60 = { add_trait = wounded } 25 = { add_trait = maimed } 15 = { death = { death_reason = death_battle } } } } } #high level regent goes in, successfully# character_event = { id = random.8 title = BANDITS # Bandits desc = "EVTDESCRANDOM.8" picture = "GFX_evt_siege" is_triggered_only = yes option = { name = random.6.a # For the glory of us all, men! Victory! We share the loot. wealth = 5 remove_trait = adventuring random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } option = { name = random.8.b #"I almost took them down single-handedly! The loot is mine!" wealth = 50 remove_trait = adventuring random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } option = { name = random.8.c #"Victory! Now we can return the stolen goods to the peasants!" remove_trait = adventuring add_trait = just random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } } } #regent goes in alone after his men are dead# character_event = { id = random.9 title = BANDITS # Bandits desc = "EVTDESCRANDOM.9" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = KILL_EM_ALL if = { limit = { OR = { trait = amateur_bard trait = novice_bard trait = trained_bard trait = amateur_mage trait = novice_mage trait = trained_mage trait = amateur_priest trait = novice_priest trait = trained_priest trait = amateur_ranger trait = novice_ranger trait = trained_ranger trait = amateur_rogue trait = novice_rogue trait = trained_rogue trait = amateur_fighter trait = novice_fighter trait = trained_fighter trait = amateur_sorcerer trait = novice_sorcerer trait = trained_sorcerer } } random_list = { 80 = { character_event = { id = random.10 } } 20 = { character_event = { id = random.11 } } } } if = { limit = { OR = { trait = master_bard trait = legendary_bard trait = master_mage trait = legendary_mage trait = master_priest trait = legendary_priest trait = master_ranger trait = legendary_ranger trait = master_rogue trait = legendary_rogue trait = master_fighter trait = legendary_fighter trait = master_sorcerer trait = legendary_sorcerer } } character_event = { id = random.11 } } } } #regent goes in alone after his men are dead, unsuccessfully# character_event = { id = random.10 title = BANDITS # Bandits desc = "EVTDESCRANDOM.10" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = YOU_PASS_OUT_FROM_A_BLOW_TO_THE_HEAD # *you pass out from a blow to the head* remove_trait = adventuring add_trait = wounded random_independent_ruler = { limit = { is_landed = yes OR = { tier = DUKE tier = KING tier = EMPEROR trait = awn_succubus trait = awn_white_witch trait = awn_magian } OR = { religion = Azrai religion = GoblinPantheon religion = OrogPantheon religion = Outlaw religion = Serpent religion = Lamia } } character_event = { id = random.12 } } } } #regent goes in alone after his men are dead, successfully# character_event = { id = random.11 title = BANDITS # Bandits desc = "EVTDESCRANDOM.11" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = HAH_MEN_YOU_ARE_AVENGED # Hah! Men - you are avenged! remove_trait = adventuring random_demesne_province = { limit = { has_province_modifier = bandit_lair } remove_province_modifier = bandit_lair } if = { limit = { trait = amateur_fighter } remove_trait = amateur_fighter add_trait = novice_fighter } if = { limit = { trait = novice_fighter } remove_trait = novice_fighter add_trait = trained_fighter } if = { limit = { trait = amateur_rogue } remove_trait = amateur_rogue add_trait = novice_rogue } if = { limit = { trait = novice_rogue } remove_trait = novice_rogue add_trait = trained_rogue } if = { limit = { trait = amateur_sorcerer } remove_trait = amateur_sorcerer add_trait = novice_sorcerer } if = { limit = { trait = novice_sorcerer } remove_trait = novice_sorcerer add_trait = trained_sorcerer } if = { limit = { trait = amateur_priest } remove_trait = amateur_priest add_trait = novice_priest } if = { limit = { trait = novice_priest } remove_trait = novice_priest add_trait = trained_priest } if = { limit = { trait = amateur_ranger } remove_trait = amateur_ranger add_trait = novice_ranger } if = { limit = { trait = novice_ranger } remove_trait = novice_ranger add_trait = trained_ranger } } } #Evil ruler gets offer to buy noble# character_event = { id = random.12 title = OUTLAWS_OFFER_YOU_A_DEAL # Outlaws offer you a Deal desc = "EVTDESCRANDOM.12" picture = "GFX_evt_into_the_dungeon" is_triggered_only = yes option = { name = random.12.a # A most excellent proposition. Throw him in the cells! wealth = -10 FROM = { character_event = { id = random.13 days = 2 } } } option = { trigger = { ai = no } name = NOT_INTERESTED #"Not interested..." } } #ruler is imprisoned# character_event = { id = random.13 title = PRISON # Prison desc = "EVTDESCRANDOM.13" picture = "GFX_evt_into_the_dungeon" is_triggered_only = yes option = { name = I_HOPE_ITS_NOT_THE_GORGONS_REALM # I hope it's not the Gorgon's realm! imprison = FROM } option = { name = random.13.b #"I'll get out... and when I do..." imprison = FROM } } #If you seized the adventurer's loot, they come back later# character_event = { id = random.14 title = YOUR_TREASURY # Your Treasury desc = "EVTDESCRANDOM.14" picture = "GFX_evt_jugglers" trigger = { has_character_flag = random1 age = 15 } mean_time_to_happen = { days = 90 } option = { name = WWHAT_SEIZE_THEM_CLOSE_THE_GATES # W-what? Seize them! Close the gates! clr_character_flag = random1 random_list = { 50 = { character_event = { id = random.15 } } 50 = { character_event = { id = random.16 } } } wealth = -30 } option = { name = "DAMNIT" clr_character_flag = random1 wealth = -30 } } #adventurers are caught# character_event = { id = random.15 title = CAUGHT # Caught! desc = "EVTDESCRANDOM.15" picture = "GFX_evt_into_the_dungeon" is_triggered_only = yes option = { name = random.15.a # I'll decide what to do with them later... wealth = 30 create_character = { random_traits = yes dynasty = random religion = ROOT culture = ROOT female = no age = 23 attributes = { martial = 12 } trait = trained_fighter trait = strong trait = beautiful trait = brave } new_character = { imprison = yes } create_character = { random_traits = yes dynasty = random religion = ROOT culture = ROOT female = no age = 28 trait = trained_mage trait = genius trait = ambitious trait = bloodline_vorynn trait = bloodline_tainted } new_character = { imprison = yes } create_character = { random_traits = yes dynasty = random religion = Sera culture = Halfling female = yes age = 31 trait = trained_rogue trait = greedy trait = quick trait = halfling } new_character = { imprison = yes } create_character = { random_traits = yes dynasty = random religion = Outlaw culture = Dwarven female = no age = 55 trait = trained_fighter trait = greedy trait = strong trait = dwarven } new_character = { imprison = yes } } } #adventurers escape# character_event = { id = random.16 title = THEY_ESCAPE # They escape! desc = "EVTDESCRANDOM.16" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = "UNACCEPTABLE" } option = { name = "THEY_WIN_THIS_ROUND" } option = { name = "random.16.c" } }