namespace = adventurer ####################################### ##LOW LEVEL EVENTS/QUESTS WITH RULERS## ####################################### ############################### ####Necromancer quest########## ############################### #NECROMANCER appear# character_event = { id = adventurer.0 title = NECROMANCER # Necromancer desc = "EVTDESCADVENTURER.0" picture = "GFX_evt_plague_doctor" trigger = { NOT = { has_character_flag = adventurer0 } OR = { religion = Haelyn religion = Sera religion = Avani religion = Erik religion = Nesirie } OR = { tier = DUKE tier = KING tier = EMPEROR tier = COUNT } any_demesne_province = { has_province_modifier = death_plague } } mean_time_to_happen = { years = 10 } option = { name = adventurer.0.a # Sewers, they say? Better hire an adventurer from these parts... any_playable_ruler = { random_courtier = { limit = { AND = { culture = ROOT trait = adventuring NOT = { trait = on_current_quest } prisoner = no } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = adventurer.0.b # Sewers, they say? Hire anyone, don't care from where. any_playable_ruler = { random_courtier = { limit = { AND = { trait = adventuring NOT = { trait = on_current_quest } prisoner = no } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = adventurer.0.c # I'm too far away. Have my chancellor hire someone nearby. trigger = { trait = adventuring } any_playable_ruler = { random_courtier = { limit = { AND = { trait = adventuring NOT = { trait = on_current_quest } prisoner = no } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = adventurer.0.d # Bah - I'm too busy for this nonsense! trigger = { ai = no } character_event = { id = adventurer.2 days = 30 } } } #adventurer is informed# character_event = { id = adventurer.1 title = NECROMANCER # Necromancer desc = "EVTDESCADVENTURER.1" picture = "GFX_evt_plague_doctor" is_triggered_only = yes option = { name = OF_COURSE_WERE_ON_OUR_WAY # Of course - we're on our way. add_trait = on_current_quest FROM = { character_event = { id = adventurer.3 days = 7 } } } option = { name = adventurer.1.b # No, killing undead is disgusting work... } } #the necromancer terrorises the province for a while# character_event = { id = adventurer.2 title = NECROMANCER # Necromancer desc = "EVTDESCADVENTURER.2" picture = "GFX_evt_plague_doctor" is_triggered_only = yes option = { name = adventurer.2.a # Better hire an adventurer from these parts... any_playable_ruler = { random_courtier = { limit = { AND = { culture = ROOT trait = adventuring NOT = { trait = on_current_quest } } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = adventurer.2.b # Hire anyone, don't care from where. any_playable_ruler = { random_courtier = { limit = { AND = { trait = adventuring NOT = { trait = on_current_quest } } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = adventurer.2.c # Have my chancellor hire someone nearby. trigger = { trait = adventuring } any_playable_ruler = { random_courtier = { limit = { AND = { trait = adventuring NOT = { trait = on_current_quest } } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = SEND_IN_THE_TROOPS random_demesne_province = { add_province_modifier = { name = fighting_undead days = 700 } } } } #adventurer arrives to court of ruler with the problem# character_event = { id = adventurer.3 title = ADVENTURER desc = "EVTDESCADVENTURER.3" picture = "GFX_evt_council" is_triggered_only = yes option = { name = adventurer.3.a # Very well, go forth then and slay this monster. FROM = { character_event = { id = adventurer.4 days = 1 } } } option = { name = adventurer.3.b # No, that is too much. Show them the door. } } #adventurer sets off to the sewers# character_event = { id = adventurer.4 title = ADVENTURER desc = "EVTDESCADVENTURER.4" picture = "GFX_evt_plague_doctor" is_triggered_only = yes option = { name = "CHARGE" 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 = adventurer.5 } } 20 = { character_event = { id = adventurer.6 } } } } 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 = adventurer.6 } } } } #successful against necromancer# character_event = { id = adventurer.5 title = ADVENTURER desc = "EVTDESCADVENTURER.5" picture = "GFX_evt_plague_doctor" is_triggered_only = yes option = { name = "VICTORY" wealth = 5 FROMFROM = { character_event = { id = adventurer.7 days = 7 } } if = { limit = { trait = amateur_fighter } random = { chance = 50 remove_trait = amateur_fighter add_trait = novice_fighter } } if = { limit = { trait = novice_fighter } random = { chance = 20 remove_trait = novice_fighter add_trait = trained_fighter } } if = { limit = { trait = amateur_rogue } random = { chance = 50 remove_trait = amateur_rogue add_trait = novice_rogue } } if = { limit = { trait = novice_rogue } random = { chance = 20 remove_trait = novice_rogue add_trait = trained_rogue } } if = { limit = { trait = amateur_sorcerer } random = { chance = 50 remove_trait = amateur_sorcerer add_trait = novice_sorcerer } } if = { limit = { trait = novice_sorcerer } random = { chance = 20 remove_trait = novice_sorcerer add_trait = trained_sorcerer } } if = { limit = { trait = amateur_priest } random = { chance = 50 remove_trait = amateur_priest add_trait = novice_priest } } if = { limit = { trait = novice_priest } random = { chance = 20 remove_trait = novice_priest add_trait = trained_priest } } if = { limit = { trait = amateur_ranger } random = { chance = 50 remove_trait = amateur_ranger add_trait = novice_ranger } } if = { limit = { trait = novice_ranger } random = { chance = 20 remove_trait = novice_ranger add_trait = trained_ranger } } if = { limit = { trait = amateur_ranger } random = { chance = 50 remove_trait = amateur_bard add_trait = novice_bard } } if = { limit = { trait = novice_bard } random = { chance = 20 remove_trait = novice_bard add_trait = trained_bard } } } } #defeated by necromancer# character_event = { id = adventurer.6 title = ADVENTURER desc = "EVTDESCADVENTURER.6" picture = "GFX_evt_plague_doctor" is_triggered_only = yes option = { name = "NOOOO" random_list = { 40 = { add_trait = wounded character_event = { id = adventurer.8 } } 20 = { add_trait = maimed character_event = { id = adventurer.8 } } 10 = { death = { death_reason = death_battle } } 30 = { add_trait = wounded remove_trait = adventuring remove_trait = on_current_quest random_independent_ruler = { limit = { is_landed = yes OR = { tier = DUKE tier = KING tier = EMPEROR } OR = { religion = Azrai religion = GoblinPantheon religion = OrogPantheon religion = Outlaw religion = Serpent religion = Lamia trait = awn_succubus } } character_event = { id = random.12 } } } } } } #adventurer arrives to court of ruler with the problem# character_event = { id = adventurer.7 title = ADVENTURER desc = "EVTDESCADVENTURER.7" picture = "GFX_evt_feast" is_triggered_only = yes option = { name = adventurer.7.a # Pay them, and throw a feast in their honor! wealth = -10 FROM = { character_event = { id = adventurer.9 } } reverse_opinion = { modifier = opinion_adventuring_ally who = FROM years = 40 } } option = { name = adventurer.7.b # I refuse to pay. Send them off! trigger = { OR = { trait = greedy trait = cruel trait = lunatic } } reverse_opinion = { modifier = opinion_adventuring_foe who = FROM years = 40 } FROM = { character_event = { id = adventurer.10 } } } } #defeated by necromancer# character_event = { id = adventurer.8 title = DEFEAT # Defeat! desc = "EVTDESCADVENTURER.8" picture = "GFX_evt_illness" is_triggered_only = yes option = { name = SEND_FOR_A_HEALER # Send for... a healer... remove_trait = on_current_quest FROMFROM = { character_event = { id = adventurer.11 days = 7 } } } } #adventurers are treated as heroes on the victorious return# character_event = { id = adventurer.9 title = ADVENTURER desc = "EVTDESCADVENTURER.9" picture = "GFX_evt_feast" is_triggered_only = yes option = { name = ADVENTURE_AWAITS remove_trait = on_current_quest wealth = 10 reverse_opinion = { modifier = opinion_adventuring_ally who = FROM years = 40 } } } #adventurers are treated as lepers on the victorious return# character_event = { id = adventurer.10 title = ADVENTURER desc = "EVTDESCADVENTURER.10" picture = "GFX_evt_lunatic" is_triggered_only = yes option = { name = THAT_BASTARD_I_WONT_FORGET_THIS # That bastard! I won't forget this... remove_trait = on_current_quest reverse_opinion = { modifier = opinion_adventuring_foe who = FROM years = 40 } } } #ruler is informed that they have failed# character_event = { id = adventurer.11 title = ADVENTURERS_FAIL # Adventurers Fail desc = "EVTDESCADVENTURER.11" picture = "GFX_evt_plague_doctor" is_triggered_only = yes option = { name = HIRE_SOMEONE_NEW_FROM_THESE_PARTS # Hire someone new from these parts... any_playable_ruler = { random_courtier = { limit = { AND = { culture = ROOT trait = adventuring NOT = { trait = on_current_quest } } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = adventurer.11.b # Hire someone new, don't care from where. any_playable_ruler = { random_courtier = { limit = { AND = { trait = adventuring NOT = { trait = on_current_quest } } } character_event = { id = adventurer.1 days = 7 } } } } option = { name = adventurer.0.d # Bah - I'm too busy for this nonsense! trigger = { ai = no } character_event = { id = adventurer.2 days = 30 } } } ##################################### ##Low Level Dungeon Events########### ##################################### ## troll lair quest## character_event = { id = adventurer.13 title = DUNGEON_EXPLORATION # Dungeon Exploration desc = "EVTDESCADVENTURER.13" picture = "GFX_evt_feast" trigger = { AND = { trait = adventuring NOT = { trait = on_current_quest } prisoner = no } 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 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 } } mean_time_to_happen = { months = 3 modifier = { factor = 20 has_character_flag = adventurer13 } } option = { name = "LETS_GO" set_character_flag = adventurer13 add_trait = on_current_quest character_event = { id = adventurer.14 days = 7 } } option = { name = NO_TROLLS_ARE_TOO_DANGEROUS set_character_flag = adventurer13 } } character_event = { id = adventurer.14 title = TROLL_LAIR # Troll Lair desc = "EVTDESCADVENTURER.14" picture = "GFX_evt_bandits" is_triggered_only = yes option = { name = FORWARD_INTO_THE_DARKNESS # Forward, into the darkness! 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 = { 75 = { character_event = { id = adventurer.15 } } 25 = { character_event = { id = adventurer.16 } } } } 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 = adventurer.15 } } } option = { name = adventurer.14.b # No, wait, let's not do this... trigger = { ai = no } remove_trait = on_current_quest prestige = -50 } } #trolls success# character_event = { id = adventurer.15 title = TROLL_LAIR # Troll Lair desc = "EVTDESCADVENTURER.15" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = IS_EVERYONE_OK remove_trait = on_current_quest wealth = 10 random = { chance = 5 add_trait = wounded } if = { limit = { trait = amateur_fighter } random = { chance = 25 remove_trait = amateur_fighter add_trait = novice_fighter } } if = { limit = { trait = novice_fighter } random = { chance = 10 remove_trait = novice_fighter add_trait = trained_fighter } } if = { limit = { trait = amateur_rogue } random = { chance = 25 remove_trait = amateur_rogue add_trait = novice_rogue } } if = { limit = { trait = novice_rogue } random = { chance = 10 remove_trait = novice_rogue add_trait = trained_rogue } } if = { limit = { trait = amateur_sorcerer } random = { chance = 25 remove_trait = amateur_sorcerer add_trait = novice_sorcerer } } if = { limit = { trait = novice_sorcerer } random = { chance = 10 remove_trait = novice_sorcerer add_trait = trained_sorcerer } } if = { limit = { trait = amateur_priest } random = { chance = 25 remove_trait = amateur_priest add_trait = novice_priest } } if = { limit = { trait = novice_priest } random = { chance = 10 remove_trait = novice_priest add_trait = trained_priest } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_ranger add_trait = novice_ranger } } if = { limit = { trait = novice_ranger } random = { chance = 10 remove_trait = novice_ranger add_trait = trained_ranger } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_bard add_trait = novice_bard } } if = { limit = { trait = novice_bard } random = { chance = 10 remove_trait = novice_bard add_trait = trained_bard } } } } #trolls defeat# character_event = { id = adventurer.16 title = TROLL_LAIR # Troll Lair desc = "EVTDESCADVENTURER.16" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = STAY_TOGETHER_FIGHTING_RETREAT # Stay together - fighting retreat! remove_trait = on_current_quest random_list = { 60 = {} 25 = { add_trait = wounded } 10 = { add_trait = maimed } 5 = { death = { death_reason = death_battle } } } } } ###wicked witch### character_event = { id = adventurer.17 title = WICKED_WITCH # Wicked Witch desc = "EVTDESCADVENTURER.17" picture = "GFX_evt_feast" trigger = { AND = { trait = adventuring NOT = { trait = on_current_quest } prisoner = no } 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 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 } } mean_time_to_happen = { months = 6 modifier = { factor = 20 AND = { age = 15 has_character_flag = adventurer17 } } } option = { name = "LETS_GO" set_character_flag = adventurer17 add_trait = on_current_quest character_event = { id = adventurer.18 days = 3 } } option = { name = adventurer.17.b # No, witches do not interest me. set_character_flag = adventurer17 } } character_event = { id = adventurer.18 title = WITCHS_LAIR # Witch's Lair desc = "EVTDESCADVENTURER.18" picture = "GFX_evt_bandits" is_triggered_only = yes option = { name = "LETS_GO" 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 = { 75 = { character_event = { id = adventurer.19 } } 25 = { character_event = { id = adventurer.20 } } } } 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 = adventurer.19 } } } option = { name = adventurer.18.b # No, wait, let's leave her alone. trigger = { ai = no } remove_trait = on_current_quest prestige = -50 } } #WITCHES success# character_event = { id = adventurer.19 title = WICHS_LAIR # Wich's Lair desc = "EVTDESCADVENTURER.19" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = THAT_WAS_COLD remove_trait = on_current_quest wealth = 5 prestige = 50 random = { chance = 5 add_trait = wounded } if = { limit = { trait = amateur_fighter } random = { chance = 25 remove_trait = amateur_fighter add_trait = novice_fighter } } if = { limit = { trait = novice_fighter } random = { chance = 5 remove_trait = novice_fighter add_trait = trained_fighter } } if = { limit = { trait = amateur_rogue } random = { chance = 25 remove_trait = amateur_rogue add_trait = novice_rogue } } if = { limit = { trait = novice_rogue } random = { chance = 5 remove_trait = novice_rogue add_trait = trained_rogue } } if = { limit = { trait = amateur_sorcerer } random = { chance = 25 remove_trait = amateur_sorcerer add_trait = novice_sorcerer } } if = { limit = { trait = novice_sorcerer } random = { chance = 5 remove_trait = novice_sorcerer add_trait = trained_sorcerer } } if = { limit = { trait = amateur_priest } random = { chance = 25 remove_trait = amateur_priest add_trait = novice_priest } } if = { limit = { trait = novice_priest } random = { chance = 5 remove_trait = novice_priest add_trait = trained_priest } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_ranger add_trait = novice_ranger } } if = { limit = { trait = novice_ranger } random = { chance = 5 remove_trait = novice_ranger add_trait = trained_ranger } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_bard add_trait = novice_bard } } if = { limit = { trait = novice_bard } random = { chance = 5 remove_trait = novice_bard add_trait = trained_bard } } } } character_event = { id = adventurer.20 title = WITCHS_LAIR # Witch's Lair desc = "EVTDESCADVENTURER.20" picture = "GFX_evt_bloody_man" is_triggered_only = yes option = { name = RETREAT_THEYRE_TOO_POWERFUL # Retreat - they're too powerful! remove_trait = on_current_quest random_list = { 55 = {} 35 = { add_trait = wounded } 5 = { add_trait = maimed } 5 = { death = { death_reason = death_battle } } } } } ## random attack by brigands## character_event = { id = adventurer.21 title = AMBUSH # Ambush! desc = "EVTDESCADVENTURER.21" picture = "GFX_evt_hunt" trigger = { AND = { trait = adventuring NOT = { trait = on_current_quest } prisoner = no } 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 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 } } mean_time_to_happen = { months = 6 modifier = { factor = 5 AND = { age = 15 has_character_flag = adventurer21 } } } option = { name = MEN_RALLY_TO_ME set_character_flag = adventurer21 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 = adventurer.22 } } 20 = { character_event = { id = adventurer.23 } } } } 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 = adventurer.22 } } } } #brigand ambush success# character_event = { id = adventurer.22 title = BRIGAND_AMBUSH # Brigand Ambush desc = "EVTDESCADVENTURER.22" picture = "GFX_evt_hunt" is_triggered_only = yes option = { name = IS_EVERYONE_OK wealth = 5 random = { chance = 5 add_trait = wounded } if = { limit = { trait = amateur_fighter } random = { chance = 25 remove_trait = amateur_fighter add_trait = novice_fighter } } if = { limit = { trait = novice_fighter } random = { chance = 10 remove_trait = novice_fighter add_trait = trained_fighter } } if = { limit = { trait = amateur_rogue } random = { chance = 25 remove_trait = amateur_rogue add_trait = novice_rogue } } if = { limit = { trait = novice_rogue } random = { chance = 10 remove_trait = novice_rogue add_trait = trained_rogue } } if = { limit = { trait = amateur_sorcerer } random = { chance = 25 remove_trait = amateur_sorcerer add_trait = novice_sorcerer } } if = { limit = { trait = novice_sorcerer } random = { chance = 10 remove_trait = novice_sorcerer add_trait = trained_sorcerer } } if = { limit = { trait = amateur_priest } random = { chance = 25 remove_trait = amateur_priest add_trait = novice_priest } } if = { limit = { trait = novice_priest } random = { chance = 10 remove_trait = novice_priest add_trait = trained_priest } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_ranger add_trait = novice_ranger } } if = { limit = { trait = novice_ranger } random = { chance = 10 remove_trait = novice_ranger add_trait = trained_ranger } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_bard add_trait = novice_bard } } if = { limit = { trait = novice_bard } random = { chance = 10 remove_trait = novice_bard add_trait = trained_bard } } } } #brigand ambush defeat# character_event = { id = adventurer.23 title = BRIGAND_AMBUSH # Brigand Ambush desc = "EVTDESCADVENTURER.23" picture = "GFX_evt_hunt" is_triggered_only = yes option = { name = FALL_BACK_LEAVE_OUR_PACKS_BEHIND # Fall back! Leave our packs behind! wealth = -20 prestige = -50 random_list = { 60 = {} 25 = { add_trait = wounded } 10 = { add_trait = maimed } 5 = { death = { death_reason = death_battle } } } } option = { name = adventurer.23.b # I won't run from these scum! Chaaarge! trigger = { ai = no } character_event = { id = adventurer.24 } } } #brigand ambush charge# character_event = { id = adventurer.24 title = THE_CHARGE # The Charge desc = "EVTDESCADVENTURER.24" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = FORWARDS_TO_VICTORY # Forwards! To victory! random_list = { 50 = { character_event = { id = adventurer.25 } } 50 = { character_event = { id = adventurer.26 } } } } } #brigand ambush charge, success# character_event = { id = adventurer.25 title = THE_CHARGE # The Charge desc = "EVTDESCADVENTURER.25" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = "VICTORY" wealth = 5 prestige = 25 random_list = { 50 = { add_trait = wounded } 50 = {} } if = { limit = { trait = amateur_fighter } random = { chance = 25 remove_trait = amateur_fighter add_trait = novice_fighter } } if = { limit = { trait = novice_fighter } random = { chance = 25 remove_trait = novice_fighter add_trait = trained_fighter } } if = { limit = { trait = amateur_rogue } random = { chance = 25 remove_trait = amateur_rogue add_trait = novice_rogue } } if = { limit = { trait = novice_rogue } random = { chance = 25 remove_trait = novice_rogue add_trait = trained_rogue } } if = { limit = { trait = amateur_sorcerer } random = { chance = 25 remove_trait = amateur_sorcerer add_trait = novice_sorcerer } } if = { limit = { trait = novice_sorcerer } random = { chance = 25 remove_trait = novice_sorcerer add_trait = trained_sorcerer } } if = { limit = { trait = amateur_priest } random = { chance = 25 remove_trait = amateur_priest add_trait = novice_priest } } if = { limit = { trait = novice_priest } random = { chance = 25 remove_trait = novice_priest add_trait = trained_priest } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_ranger add_trait = novice_ranger } } if = { limit = { trait = novice_ranger } random = { chance = 25 remove_trait = novice_ranger add_trait = trained_ranger } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_bard add_trait = novice_bard } } if = { limit = { trait = novice_bard } random = { chance = 25 remove_trait = novice_bard add_trait = trained_bard } } } } #brigand ambush charge, failure# character_event = { id = adventurer.26 title = THE_CHARGE # The Charge desc = "EVTDESCADVENTURER.26" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = MEN_GET_ME_OUT_OF_HERE # Men, get me out of here! wealth = -20 random_list = { 30 = { 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 } } } 55 = { add_trait = maimed 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 } } } 15 = { death = { death_reason = death_battle } } } } } ##random attack by goblins## character_event = { id = adventurer.27 title = AMBUSH # Ambush! desc = "EVTDESCADVENTURER.27" picture = "GFX_evt_hunt" trigger = { AND = { trait = adventuring NOT = { trait = on_current_quest } prisoner = no } 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 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 } } mean_time_to_happen = { months = 9 modifier = { factor = 5 AND = { age = 15 has_character_flag = adventurer27 } } } option = { name = UP_MEN_TO_ARMS set_character_flag = adventurer27 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 = adventurer.28 } } 20 = { character_event = { id = adventurer.29 } } } } 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 = adventurer.28 } } } } #goblin ambush success# character_event = { id = adventurer.28 title = GOBLIN_AMBUSH # Goblin Ambush desc = "EVTDESCADVENTURER.28" picture = "GFX_evt_hunt" is_triggered_only = yes option = { name = IS_EVERYONE_OK wealth = 5 random = { chance = 5 add_trait = wounded } if = { limit = { trait = amateur_fighter } random = { chance = 25 remove_trait = amateur_fighter add_trait = novice_fighter } } if = { limit = { trait = novice_fighter } random = { chance = 10 remove_trait = novice_fighter add_trait = trained_fighter } } if = { limit = { trait = amateur_rogue } random = { chance = 25 remove_trait = amateur_rogue add_trait = novice_rogue } } if = { limit = { trait = novice_rogue } random = { chance = 10 remove_trait = novice_rogue add_trait = trained_rogue } } if = { limit = { trait = amateur_sorcerer } random = { chance = 25 remove_trait = amateur_sorcerer add_trait = novice_sorcerer } } if = { limit = { trait = novice_sorcerer } random = { chance = 10 remove_trait = novice_sorcerer add_trait = trained_sorcerer } } if = { limit = { trait = amateur_mage } random = { chance = 20 remove_trait = amateur_mage add_trait = novice_mage } } if = { limit = { trait = amateur_priest } random = { chance = 25 remove_trait = amateur_priest add_trait = novice_priest } } if = { limit = { trait = novice_priest } random = { chance = 10 remove_trait = novice_priest add_trait = trained_priest } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_ranger add_trait = novice_ranger } } if = { limit = { trait = novice_ranger } random = { chance = 10 remove_trait = novice_ranger add_trait = trained_ranger } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_bard add_trait = novice_bard } } if = { limit = { trait = novice_bard } random = { chance = 10 remove_trait = novice_bard add_trait = trained_bard } } } } #goblin ambush defeat# character_event = { id = adventurer.29 title = GOBLIN_AMBUSH # Goblin Ambush desc = "EVTDESCADVENTURER.29" picture = "GFX_evt_hunt" is_triggered_only = yes option = { name = FALL_BACK_LEAVE_OUR_PACKS_BEHIND # Fall back! Leave our packs behind! wealth = -20 prestige = -50 random_list = { 60 = {} 25 = { add_trait = wounded } 10 = { add_trait = maimed } 5 = { death = { death_reason = death_battle } } } } option = { name = adventurer.29.b # I won't run from goblins! Stand and fight! trigger = { ai = no } character_event = { id = adventurer.30 } } } #goblin ambush charge# character_event = { id = adventurer.30 title = THE_STAND # The Stand desc = "EVTDESCADVENTURER.30" picture = "GFX_evt_hunt" is_triggered_only = yes option = { name = STAND_FIRM_HOOOOLD_THE_LINE # Stand firm! Hoooold the line! random_list = { 50 = { character_event = { id = adventurer.31 } } 50 = { character_event = { id = adventurer.32 } } } } } #goblin ambush charge, success# character_event = { id = adventurer.31 title = THE_STAND # The Stand desc = "EVTDESCADVENTURER.31" picture = "GFX_evt_hunt" is_triggered_only = yes option = { name = "VICTORY" wealth = 5 prestige = 25 random_list = { 50 = { add_trait = wounded } 50 = {} } if = { limit = { trait = amateur_fighter } random = { chance = 25 remove_trait = amateur_fighter add_trait = novice_fighter } } if = { limit = { trait = novice_fighter } random = { chance = 25 remove_trait = novice_fighter add_trait = trained_fighter } } if = { limit = { trait = amateur_rogue } random = { chance = 25 remove_trait = amateur_rogue add_trait = novice_rogue } } if = { limit = { trait = novice_rogue } random = { chance = 25 remove_trait = novice_rogue add_trait = trained_rogue } } if = { limit = { trait = amateur_sorcerer } random = { chance = 25 remove_trait = amateur_sorcerer add_trait = novice_sorcerer } } if = { limit = { trait = novice_sorcerer } random = { chance = 25 remove_trait = novice_sorcerer add_trait = trained_sorcerer } } if = { limit = { trait = amateur_priest } random = { chance = 25 remove_trait = amateur_priest add_trait = novice_priest } } if = { limit = { trait = novice_priest } random = { chance = 25 remove_trait = novice_priest add_trait = trained_priest } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_ranger add_trait = novice_ranger } } if = { limit = { trait = novice_ranger } random = { chance = 25 remove_trait = novice_ranger add_trait = trained_ranger } } if = { limit = { trait = amateur_ranger } random = { chance = 25 remove_trait = amateur_bard add_trait = novice_bard } } if = { limit = { trait = novice_bard } random = { chance = 25 remove_trait = novice_bard add_trait = trained_bard } } } } #goblin ambush charge, failure# character_event = { id = adventurer.32 title = THE_STAND # The Stand desc = "EVTDESCADVENTURER.32" picture = "GFX_evt_hunt" is_triggered_only = yes option = { name = NOOO_NOT_LIKE_THIS # Nooo... not like this! wealth = -20 random_list = { 30 = { 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 } } } 55 = { add_trait = maimed 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 } } } 15 = { death = { death_reason = death_battle } } } } } ##mercenary jobs## # Ruler can choose to hire an adventurer to aid in the war# character_event = { id = adventurer.33 title = HIRE_ADVENTURERS # Hire Adventurers desc = "EVTDESCADVENTURER.33" picture = "GFX_evt_large_army" trigger = { war = yes NOT = { trait = awn_gorgon } NOT = { trait = awn_succubus } NOT = { trait = awn_brute } NOT = { trait = awn_raven } NOT = { trait = awn_serpent } NOT = { trait = awn_magian } OR = { religion = Haelyn religion = Sera religion = Avani religion = Nesirie religion = Erik religion = Kriesha religion = Belinik religion = Azrai } OR = { tier = DUKE tier = KING tier = EMPEROR tier = COUNT } } mean_time_to_happen = { years = 5 } option = { name = YES_HIRE_SOME_LOCAL_ADVENTURERS # Yes, hire some local adventurers. random_playable_ruler = { limit = { any_courtier = { trait = adventuring NOT = { trait = on_current_quest } religion = ROOT } } random_courtier = { limit = { AND = { religion = ROOT trait = adventuring NOT = { trait = on_current_quest } NOT = { has_character_flag = adventurer34 } prisoner = no } } character_event = { id = adventurer.34 days = 7 } } } } option = { name = adventurer.33.b # Yes, hire anyone who wants the job. random_playable_ruler = { limit = { any_courtier = { trait = adventuring NOT = { trait = on_current_quest } } } random_courtier = { limit = { AND = { trait = adventuring NOT = { trait = on_current_quest } NOT = { has_character_flag = adventurer34 } prisoner = no } } character_event = { id = adventurer.34 days = 7 } } } } option = { name = adventurer.0.c # I'm too far away. Have my chancellor hire someone nearby. trigger = { trait = adventuring } random_playable_ruler = { limit = { any_courtier = { trait = adventuring NOT = { trait = on_current_quest } religion = ROOT } } random_courtier = { limit = { AND = { trait = adventuring NOT = { trait = on_current_quest } NOT = { has_character_flag = adventurer34 } prisoner = no } } character_event = { id = adventurer.34 days = 7 } } } } option = { name = adventurer.33.d # No, I don't trust adventurers. } } #adventurer is informed# character_event = { id = adventurer.34 title = MERCENARY_JOB # Mercenary Job desc = "EVTDESCADVENTURER.34" picture = "GFX_evt_large_army" is_triggered_only = yes option = { name = OF_COURSE_WERE_ON_OUR_WAY # Of course - we're on our way. add_trait = on_current_quest FROM = { character_event = { id = adventurer.35 days = 7 } } } option = { name = NO_NOT_NOW trigger = { ai = no } } option = { name = FOR_THAT_RULER_I_THINK_NOT trigger = { ai = no } } option = { name = adventurer.34.d # No, I won't ever do mercenary work. trigger = { ai = no } set_character_flag = adventurer34 } } #adventurer arrives to court of ruler with the problem - rulers pov# character_event = { id = adventurer.35 title = ADVENTURER desc = "EVTDESCADVENTURER.35" picture = "GFX_evt_council" is_triggered_only = yes option = { name = I_WANT_THEM_TO_INSTIGATE_REBELLIONS # I want them to instigate rebellions. wealth = -50 FROM = { character_event = { id = adventurer.36 days = 1 } } } option = { name = adventurer.35.b # I want them to assassinate my enemies. wealth = -50 FROM = { character_event = { id = adventurer.37 days = 1 } } } # option = {# name = adventurer.35.c # I want them to steal from my enemies.# wealth = -50 FROM = { character_event = { id = adventurer.38 days = 1 } }# } option = { name = "adventurer.35.d" #I want them as a special forces unit. wealth = -50 FROM = { character_event = { id = adventurer.39 days = 1 } } capital_scope = { ROOT = { spawn_unit = { province = PREV owner = ROOT disband_on_peace = yes troops = { knights = { 200 200 } } } } } } } #adventurer arrives to court of ruler with the problem - adventurers pov# character_event = { id = adventurer.36 title = MERCENARY_JOB # Mercenary Job desc = "EVTDESCADVENTURER.36" picture = "GFX_evt_council" is_triggered_only = yes option = { name = "PEASANTS_LOVE_REBELLING" wealth = 50 character_event = { id = adventurer.40 days = 30 } character_event = { id = adventurer.75 days = 180 } } option = { name = "I_DONT_LIKE_USING_PEASANTS" wealth = 50 character_event = { id = adventurer.40 days = 30 } character_event = { id = adventurer.75 days = 180 } } option = { name = "NO_THE_PEASANTS_WILL_DIE" remove_trait = on_current_quest reverse_opinion = { modifier = opinion_adventuring_foe who = FROM years = 40 } FROM = { character_event = { id = adventurer.44 } } } } #adventurer arrives to court of ruler with the problem - adventurers pov# character_event = { id = adventurer.37 title = MERCENARY_JOB # Mercenary Job desc = "EVTDESCADVENTURER.37" picture = "GFX_evt_council" is_triggered_only = yes option = { name = "I_LOVE_KILLING" wealth = 50 character_event = { id = adventurer.41 days = 30 } character_event = { id = adventurer.75 days = 180 } } option = { name = "I_DONT_LIKE_KILLING" wealth = 50 character_event = { id = adventurer.41 days = 30 } character_event = { id = adventurer.75 days = 180 } } option = { name = "I_AM_NO_ASSASSIN" remove_trait = on_current_quest reverse_opinion = { modifier = opinion_adventuring_foe who = FROM years = 40 } FROM = { character_event = { id = adventurer.44 } } } } #adventurer arrives to court of ruler with the problem - adventurers pov# character_event = { id = adventurer.38 title = MERCENARY_JOB # Mercenary Job desc = "EVTDESCADVENTURER.38" picture = "GFX_evt_council" is_triggered_only = yes option = { name = "I_LOVE_STEALING" wealth = 50 character_event = { id = adventurer.42 days = 30 } character_event = { id = adventurer.75 days = 180 } } option = { name = "I_DONT_LIKE_STEALING" wealth = 50 character_event = { id = adventurer.42 days = 30 } character_event = { id = adventurer.75 days = 180 } } option = { name = "I_AM_NO_THIEF" remove_trait = on_current_quest reverse_opinion = { modifier = opinion_adventuring_foe who = FROM years = 40 } FROM = { character_event = { id = adventurer.44 } } } } #adventurer arrives to court of ruler with the problem - adventurers pov# character_event = { id = adventurer.39 title = MERCENARY_JOB # Mercenary Job desc = EVTDESCADVENTURER.39 #You arrive at the court of the ruler who has hired you, and sit together discussing how best to use you in the battles ahead. The ruler wants you to lead a unit of adventurers during the battles. picture = GFX_evt_council is_triggered_only = yes option = { name = GREAT wealth = 50 character_event = { id = adventurer.43 days = 30 } character_event = { id = adventurer.75 days = 180 } } } #adventurers begin to instigate rebellions# character_event = { id = adventurer.40 title = INSTIGATING_REBELLIONS #Instigating rebellions desc = EVTDESCADVENTURER.40 #You travel behind enemy lines, and begin to work on instigating a rebellion. What will you focus your message on? picture = GFX_evt_peasants is_triggered_only = yes option = { name = EVOPTAADVENTURER.40 #The unfairness of hereditary monarchy! character_event = { id = adventurer.51 days = 30 } } option = { name = EVOPTBADVENTURER.40 #Taxes are too high! character_event = { id = adventurer.52 days = 30 } } option = { name = EVOPTCADVENTURER.40 #The ruler is in league with demons! character_event = { id = adventurer.53 days = 30 } } } #adventurers begin to plot assassinations# character_event = { id = adventurer.41 title = ASSASSINATIONS #Assassinations desc = EVTDESCADVENTURER.41 #You travel behind enemy lines, and begin to plot your assassinations of enemy notables. Who will you strike at? picture = GFX_evt_shadow is_triggered_only = yes option = { name = EVOPTAADVENTURER.41 #The enemy Marshall. character_event = { id = adventurer.55 days = 30 } } option = { name = EVOPTBADVENTURER.41 #A random enemy count. character_event = { id = adventurer.56 days = 30 } } option = { name = EVOPTCADVENTURER.41 #I'll just go on a general killing spree! character_event = { id = adventurer.57 days = 30 } } } #adventurers begin to gather their adventuring force# character_event = { id = adventurer.43 title = LEADING_ADVENTURERS #Leading Adventurers desc = EVTDESCADVENTURER.43 #As ordered, you begin assembling a band of adventurers into a proper fighting force of some fifty people with various skills and talents to use on the battlefield at critical moments. How will you lead them? picture = GFX_evt_large_army is_triggered_only = yes option = { name = EVOPTAADVENTURER.43 #I will lead from the front. character_event = { id = adventurer.76 days = 90 } prestige = 200 } option = { name = EVOPTBADVENTURER.43 #I will lead from the center. character_event = { id = adventurer.77 days = 90 } prestige = 50 } option = { name = EVOPTCADVENTURER.43 #I will lead from the rear. character_event = { id = adventurer.78 days = 90 } } } #adventurer arrives to court of ruler with the problem - adventurers pov# character_event = { id = adventurer.44 title = "REFUSAL" desc = "EVTDESCADVENTURER.44" picture = "GFX_evt_scandal" is_triggered_only = yes option = { name = "BETTER_OFF_WITHOUT_THEM" wealth = 50 } option = { name = "LET_THEM_GO" wealth = 50 reverse_opinion = { modifier = opinion_adventuring_foe who = FROM years = 40 } } option = { name = "ARREST_THEM" reverse_opinion = { modifier = opinion_adventuring_foe who = FROM years = 40 } FROM = { character_event = { id = adventurer.45 } } } } #adventurer are told they would be arrested# character_event = { id = adventurer.45 title = "RULER_ENRAGED" desc = "EVTDESCADVENTURER.45" picture = "GFX_evt_scandal" is_triggered_only = yes option = { trigger = { ai = no } name = "KILL_THEN_RUN" 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 = { 75 = { character_event = { id = adventurer.46 } } 25 = { character_event = { id = adventurer.47 } } } } 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 } } random_list = { 15 = { character_event = { id = adventurer.46 } } 85 = { character_event = { id = adventurer.47 } } } } } option = { name = "RUN" } option = { name = "ALLOW_THE_GUARDS_TO_ARREST_YOU" } } ## adventurers succeed in killing the ruler and escape## character_event = { id = adventurer.46 title = "Success!" desc = "EVTDESCADVENTURER.46" picture = "GFX_evt_scandal" is_triggered_only = yes option = { name = "THAT_WILL_SHOW_HIM" FROMFROM = { character_event = { id = adventurer.48 } } random_list = { 25 = { add_trait = wounded } 10 = { add_trait = maimed } 65 = {} } } } ##adventurers fail in killing the ruler and are caught## character_event = { id = adventurer.47 title = "Failure!" desc = "EVTDESCADVENTURER.47" picture = "GFX_evt_scandal" is_triggered_only = yes option = { name = "CURSES" FROMFROM = { character_event = { id = adventurer.49 } } random_list = { 25 = { add_trait = wounded } 10 = { add_trait = maimed } 65 = {} } } } #adventurers kill or injure the ruler.ruler pov## character_event = { id = adventurer.48 title = "TREASON" desc = "EVTDESCADVENTURER.48" picture = "GFX_evt_scandal" is_triggered_only = yes option = { name = "YOU_FALL" random_list = { 25 = { add_trait = wounded } 25 = { add_trait = maimed } 50 = { death = { death_reason = death_battle } } } } } #adventurers kill or injure the ruler.ruler pov## character_event = { id = adventurer.49 title = "TREASON" desc = "EVTDESCADVENTURER.49" picture = "GFX_evt_scandal" is_triggered_only = yes option = { name = "THEY_WILL_PAY" FROM = { character_event = { id = adventurer.50 } } } } #adventurers are imprisoned, their pov## character_event = { id = adventurer.50 title = "THE_DUNGEONS" desc = "EVTDESCADVENTURER.50" picture = "GFX_evt_into_the_dungeon" is_triggered_only = yes option = { name = "THEY_WILL_PAY" wealth = -50 imprison = FROM } } #adventurers are instigating rebellions## character_event = { id = adventurer.51 title = "THE_REVOLT" desc = "EVTDESCADVENTURER.51" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = "GULLIBLE_FOOLS" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "SOLIDARITY_BROTHERS" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "LIBERTY_EQUALITY_BROTHERHOOD" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "I_D_BEST_LEAVE" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } } #adventurers are instigating rebellions - taxes## character_event = { id = adventurer.52 title = "THE_REVOLT" desc = "EVTDESCADVENTURER.52" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = "MY_PEASANTS_ACTUALLY_PAY_MORE" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "NO_MORE_GOLD_FOR_TYRANTS" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "NO_NEW_TAXES" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "I_D_BEST_LEAVE" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } } #adventurers are instigating rebellions - demons## character_event = { id = adventurer.53 title = "THE_REVOLT" desc = "EVTDESCADVENTURER.53" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = "THE_ONLY_DEMONIC_FORCE_HERE_IS_ME" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "KILL_THE_DEMONS" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "YOUR_FAITH_WILL_PROTECT_YOU" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } option = { name = "I_D_BEST_LEAVE" FROMFROMFROM = { random_current_enemy = { limit = { OR = { tier = COUNT tier = DUKE tier = KING tier = EMPEROR } } random_realm_province = { add_province_modifier = { name = adventurer_subversion duration = 180 } owner = { character_event = { id = adventurer.54 days = 7 } } } } } } } #ruler is informed adventurers are spreading revolt# character_event = { id = adventurer.54 title = "REVOLTS" desc = "EVTDESCADVENTURER.54" picture = "GFX_evt_peasants" is_triggered_only = yes option = { name = "CURSED_ADVENTURERS" } } #adventurers are assassinating the enemy Marshall## character_event = { id = adventurer.55 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.55" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "QUIETLY_STEALTHILY" FROMFROMFROM = { random_current_enemy = { limit = { independent = yes } random_courtier = { limit = { has_job_title = job_marshal } character_event = { id = adventurer.58 } } } } } } #adventurers are assassinating an enemy count## character_event = { id = adventurer.56 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.56" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "QUIETLY_STEALTHILY" FROMFROMFROM = { random_current_enemy = { limit = { independent = yes } random_vassal = { limit = { tier = COUNT } character_event = { id = adventurer.66 } } } } } } #adventurers are assassinating an enemy count## character_event = { id = adventurer.57 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.57" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "KILL_THEM_IN_THEIR_SLEEP" FROMFROMFROM = { random_current_enemy = { limit = { independent = yes } any_vassal = { any_courtier = { limit = { AND = { age = 16 NOT = { age = 19 } } } character_event = { id = adventurer.69 } } } } } } option = { name = "POISON_THEIR_WINE" FROMFROMFROM = { random_current_enemy = { limit = { independent = yes } any_vassal = { any_courtier = { limit = { AND = { age = 16 NOT = { age = 19 } } } character_event = { id = adventurer.70 } } } } } } option = { name = "MAKE_THEM_GO_BOOM" FROMFROMFROM = { random_current_enemy = { limit = { independent = yes } any_vassal = { any_courtier = { limit = { AND = { age = 16 NOT = { age = 19 } } } character_event = { id = adventurer.71 } } } } } } } #adventurers are assassinating the enemy marshal - marshal is informed## character_event = { id = adventurer.58 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.58" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "PREPARE_TO_DEFEND_YOURSELF" random_list = { 50 = { FROM = { character_event = { id = adventurer.59 } } random_list = { 5 = { add_trait = wounded } 20 = { add_trait = maimed } 75 = { death = { death_reason = death_battle } } } } 50 = { FROM = { character_event = { id = adventurer.60 } } } } } } #adventurers are assassinating the enemy Marshall - success, adventurers pov## character_event = { id = adventurer.59 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.59" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "TOO_EASY" } option = { name = "IT_HELPS_END_THE_WAR" } } #adventurers are assasinating the enemy marshall - failure, adventurers pov## character_event = { id = adventurer.60 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.60" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "TIME_TO_RUN" random_list = { 70 = {} 25 = { add_trait = wounded } 5 = { death = { death_reason = death_battle } } } FROM = { character_event = { id = adventurer.61 } }## event where Marshall is told he will live because assassin ran## } option = { name = "THERE_IS_STILL_TIME" 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 = { FROM = { character_event = { id = adventurer.62 } } }## marshall survives after a fight, assassin gets away## 20 = { character_event = { id = adventurer.64 }## assassin kills marshall, and gets away, adventurer pov## FROM = { character_event = { id = adventurer.63 } }## assassin kills marshall, and gets away, marshall pov## } } } 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 } } random_list = { 15 = { FROM = { character_event = { id = adventurer.62 ##marshall survives fight, assassin gets away## } } } 85 = { character_event = { id = adventurer.64 ## assassin kills marshall, and gets away, adventurer pov## } FROM = { character_event = { id = adventurer.63 ## marshall dies, assassin gets away, marshall pov## } } } } } } } #adventurers are assasinating the enemy marshall - failure, adventurers run away, marshall pov## character_event = { id = adventurer.61 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.61" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "THAT_WAS_CLOSE" } } #adventurers are assasinating the enemy marshall - discovered, adventurers fight, marshall pov## character_event = { id = adventurer.62 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.62" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "THAT_WAS_CLOSE" FROM = { character_event = { id = adventurer.65 ## adventurer is told he has lost the fight, and flees# } } } } #adventurers are assasinating the enemy marshall - discovered, adventurers fight, marshall pov## character_event = { id = adventurer.63 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.63" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "NOOO" random_list = { 15 = { add_trait = maimed } 85 = { death = { death_reason = death_battle } } } } } #adventurers are assasinating the enemy marshall - discovered, adventurers fight, adventurer pov## character_event = { id = adventurer.64 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.64" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "RUN" random_list = { 15 = { add_trait = wounded } 5 = { death = { death_reason = death_battle } } 80 = { add_trait = wounded } } } } #adventurers are assasinating the enemy marshall - discovered, adventurers fight, adventurer pov, loss## character_event = { id = adventurer.65 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.65" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "RUN" random_list = { 15 = { add_trait = wounded } 5 = { death = { death_reason = death_battle } } 80 = { add_trait = wounded } } } } #adventurers are assasinating the enemy COUNT - count is informed## character_event = { id = adventurer.66 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.66" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "PREPARE_TO_DEFEND_YOURSELF" random_list = { 50 = { FROM = { character_event = { id = adventurer.67 } } random_list = { 5 = { add_trait = wounded } 20 = { add_trait = maimed } 75 = { death = { death_reason = death_battle } } } } 50 = { FROM = { character_event = { id = adventurer.68 } } } } } } #adventurers are assasinating the enemy counts - success, adventurers pov## character_event = { id = adventurer.67 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.67" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "TOO_EASY" } option = { name = "IT_HELPS_END_THE_WAR" } } #adventurers are assasinating the enemy count - failure, adventurers pov## character_event = { id = adventurer.68 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.68" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "TIME_TO_RUN" random_list = { 70 = {} 25 = { add_trait = wounded } 5 = { death = { death_reason = death_battle } } } FROM = { character_event = { id = adventurer.61 } }## event where marshall is told he will live because assassin ran## } option = { name = "THERE_IS_STILL_TIME" 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 = { FROM = { character_event = { id = adventurer.62 } } }## marshall survives after a fight, assassin gets away## 20 = { character_event = { id = adventurer.64 }## assassin kills marshall, and gets away, adventurer pov## FROM = { character_event = { id = adventurer.63 } }## assassin kills marshall, and gets away, marshall pov## } } } 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 } } random_list = { 15 = { FROM = { character_event = { id = adventurer.62 } }## marshall survives fight, assassin gets away## } 85 = { character_event = { id = adventurer.64 }## assassin kills marshall, and gets away, adventurer pov## FROM = { character_event = { id = adventurer.63 } }## marshall dies, assassin gets away, marshall pov## } } } } } #adventurers are assasinating random nobles - enemy pov, kill during night## character_event = { id = adventurer.69 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.69" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "ASSASSINS_I_HOPE_I_SURVIVE" random_list = { 10 = { add_trait = wounded } 20 = { add_trait = maimed } 70 = { death = { death_reason = death_battle } FROM = { character_event = { id = adventurer.72 } } } } } } #adventurers are assasinating random nobles - enemy pov, poison## character_event = { id = adventurer.70 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.70" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "POISON_I_HOPE_I_SURVIVE" random_list = { 30 = {} 70 = { FROM = { character_event = { id = adventurer.73 } } death = { death_reason = death_battle } } } } } #adventurers are assasinating random nobles - enemy pov, poison## character_event = { id = adventurer.71 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.71" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "ASSASSINATION_I_HOPE_I_SURVIVE" random_list = { 30 = {} 70 = { FROM = { character_event = { id = adventurer.74 } } death = { death_reason = death_battle } } } } } #adventurers are assasinating random nobles - player pov, kill during night## character_event = { id = adventurer.72 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.72" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "Success!" } } #adventurers are assasinating random nobles - player pov, poison## character_event = { id = adventurer.73 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.73" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "TIME_TO_LEAVE" } } #adventurers are assasinating random nobles - player pov, fireball## character_event = { id = adventurer.74 title = "THE_ASSASSINATION" desc = "EVTDESCADVENTURER.74" picture = "GFX_evt_shadow" is_triggered_only = yes option = { name = "TIME_TO_LEAVE" add_trait = cruel } } #end of contract after 6 months## character_event = { id = adventurer.75 title = "CONTRACT_END" desc = "EVTDESCADVENTURER.75" picture = "GFX_evt_council" is_triggered_only = yes option = { name = "OK" remove_trait = on_current_quest } } #special forces, lead from front## character_event = { id = adventurer.76 title = "BATTLES_AHEAD" desc = "EVTDESCADVENTURER.76" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = "FORWARDS" 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 = { 75 = {} 15 = { add_trait = wounded character_event = { id = adventurer.8 } } 5 = { add_trait = maimed character_event = { id = adventurer.8 } } 5 = { death = { death_reason = death_battle } } } } 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 } } random_list = { 85 = {} 10 = { add_trait = wounded character_event = { id = adventurer.8 } } 3 = { add_trait = maimed character_event = { id = adventurer.8 } } 2 = { death = { death_reason = death_battle } } } } } } #special forces, lead from center## character_event = { id = adventurer.77 title = "BATTLES_AHEAD" desc = "EVTDESCADVENTURER.77" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = "FORWARDS" 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 = { 75 = {} 20 = { add_trait = wounded character_event = { id = adventurer.8 } } 3 = { add_trait = maimed character_event = { id = adventurer.8 } } 2 = { death = { death_reason = death_battle } } } } 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 } } random_list = { 85 = {} 12 = { add_trait = wounded character_event = { id = adventurer.8 } } 2 = { add_trait = maimed character_event = { id = adventurer.8 } } 1 = { death = { death_reason = death_battle } } } } } } #special forces, lead from rear## character_event = { id = adventurer.78 title = "BATTLES_AHEAD" desc = "EVTDESCADVENTURER.78" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = "Attack men! I'll stay here." 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 = { 92 = {} 5 = { add_trait = wounded character_event = { id = adventurer.8 } } 2 = { add_trait = maimed character_event = { id = adventurer.8 } } 1 = { death = { death_reason = death_battle } } } } 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 } } random_list = { 92 = {} 5 = { add_trait = wounded character_event = { id = adventurer.8 } } 3 = { add_trait = maimed character_event = { id = adventurer.8 } } 1 = { death = { death_reason = death_battle } } } } } } ####################################### ####Trained to Master Difficulty Quests######### ####################################### ## giant tribe quest## character_event = { id = adventurer.79 title = "GIANT_TRIBE" desc = "EVTDESCADVENTURER.79" picture = "GFX_evt_feast" trigger = { AND = { trait = adventuring NOT = { trait = on_current_quest } prisoner = no } OR = { trait = trained_bard trait = trained_mage trait = trained_priest trait = trained_ranger trait = trained_rogue trait = trained_fighter trait = trained_sorcerer } } mean_time_to_happen = { years = 1 modifier = { factor = 2 has_character_flag = adventurer79 } } option = { name = "WE_CAN_TAKE_EM_DOWN" set_character_flag = adventurer79 add_trait = on_current_quest character_event = { id = adventurer.80 days = 7 } } option = { name = "GIANTS_ARE_TOO_MUCH" trigger = { ai = no } set_character_flag = adventurer79 } } character_event = { id = adventurer.80 title = "GIANT_TRIBE" desc = "EVTDESCADVENTURER.80" picture = "GFX_evt_bandits" is_triggered_only = yes option = { name = "CHARGE" random_list = { 25 = { character_event = { id = adventurer.81 } } 75 = { character_event = { id = adventurer.82 } } } } option = { name = adventurer.14.b # No, wait, let's not do this... trigger = { ai = no } remove_trait = on_current_quest prestige = -50 } } #giants success# character_event = { id = adventurer.81 title = THE_BATTLE # The Battle desc = "EVTDESCADVENTURER.81" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = IS_EVERYONE_OK remove_trait = on_current_quest wealth = 75 random = { chance = 50 add_trait = wounded } if = { limit = { trait = trained_fighter } random = { chance = 50 remove_trait = trained_fighter add_trait = master_fighter } } if = { limit = { trait = trained_rogue } random = { chance = 25 remove_trait = trained_rogue add_trait = master_rogue } } if = { limit = { trait = trained_sorcerer } random = { chance = 25 remove_trait = trained_sorcerer add_trait = master_sorcerer } } if = { limit = { trait = trained_priest } random = { chance = 25 remove_trait = trained_priest add_trait = master_priest } } if = { limit = { trait = trained_ranger } random = { chance = 25 remove_trait = trained_ranger add_trait = master_ranger } } if = { limit = { trait = trained_bard } random = { chance = 25 remove_trait = trained_bard add_trait = master_bard } } if = { limit = { trait = trained_mage } random = { chance = 25 remove_trait = trained_mage add_trait = master_mage } } } } #giants defeat# character_event = { id = adventurer.82 title = THE_BATTLE # The Battle desc = "EVTDESCADVENTURER.82" picture = "GFX_evt_battle" is_triggered_only = yes option = { name = "RUN" remove_trait = on_current_quest random_list = { 40 = { add_trait = wounded } 40 = { add_trait = maimed } 20 = { death = { death_reason = death_battle } } } } } ####################################### ####Class specific events############## ####################################### ########################################## ####Random adventurer flavor events####### ########################################## #Your son got a random girl pregnant while adventuring character_event = { id = adventurer.83 desc = EVTDESCadventurer.83 picture = GFX_evt_pregnancy min_age = 15 prisoner = no only_men = yes mean_time_to_happen = { years = 6 } trigger = { any_child = { is_female = no age = 15 NOT = { age = 30 } trait = adventuring NOT = { trait = chaste } NOT = { trait = celibate } NOT = { trait = eunuch } } } immediate = { random_child = { limit = { is_female = no age = 15 NOT = { age = 30 } trait = adventuring NOT = { trait = chaste } NOT = { trait = celibate } NOT = { trait = eunuch } } set_character_flag = sent_bastard_home } } option = { name = EVTOPTAadventurer.83# That 's my boy trigger = { NOT = { trait = chaste } NOT = { trait = celibate } } prestige = 10 random_child = { limit = { has_character_flag = sent_bastard_home } opinion = { modifier = approves_of_my_behaviour who = ROOT years = 2 } add_trait = lustful clr_character_flag = sent_bastard_home } } option = { name = EVTOPTBadventurer.83# You shall give him home prestige = 10 treasury = -3 random_child = { limit = { has_character_flag = sent_bastard_home } opinion = { modifier = opinion_accepted_my_bastard who = ROOT years = 4 } create_character = { age = 0 trait = bastard } new_character = { set_father = prev dynasty = father_bastard set_character_flag = bastard_of_adventure } clr_character_flag = sent_bastard_home } } option = { name = EVTOPTCadventurer.83# Liers random_child = { limit = { has_character_flag = sent_bastard_home } opinion = { modifier = opinion_denied_my_bastard who = ROOT years = 2 } add_trait = wroth add_trait = ambitious clr_character_flag = sent_bastard_home } } option = { name = EVTOPTDadventurer.83# Send him away } }