############################################ #Al's jail events ids 166000-166010 ############################################ #now jail is a bit more like the hell it really is #writes in character history that you got in jail character_event = { id = 166000 trigger = { prisoner = yes not = { has_character_flag = al_prisoner } } #happens fast though unfortunately not immediately mean_time_to_happen = { days = 1 } #to avoid refiring immediate = { set_character_flag = al_prisoner } title = "$COUNTRYNAME$" desc = "$CHARACTERNAME$ has been thrown to jail." option = { name = "Imprisoned" } } #writes in character history that you got out of jail character_event = { id = 166001 trigger = { prisoner = no has_character_flag = al_prisoner } #happens fast though unfortunately not immediately mean_time_to_happen = { days = 1 } #to avoid refiring immediate = { clr_character_flag = al_prisoner } title = "Pardoned and released from prison" desc = "$CHARACTERNAME$ has been released." option = { name = "It was about time" } } #nasty stuff happens to prisoners #character gets hurt in jail character_event = { id = 166002 trigger = { prisoner = yes } mean_time_to_happen = { years = 10 #not that often #money buys protection modifier = { NOT = { wealth = 1000 } factor = 0.6 } modifier = { wealth = 5000 factor = 1.2 } #popularity too modifier = { popularity = 60 factor = 1.3 } #prominence on the other hand doesn't modifier = { prominence = 60 factor = 0.7 } #and if you are a noble too woe to you modifier = { family_prestige = 1000 factor = 0.7 } #strong characters aren't easy targets modifier = { military = 7 factor = 1.2 } modifier = { military = 9 factor = 1.4 } #and vice versa modifier = { NOT = { military = 5 } factor = 0.8 } modifier = { NOT = { military = 3 } factor = 0.6 } #some traits annoy people modifier = { OR = { traits = abrasive traits = sarcastic } factor = 0.7 } modifier = { Or = { traits = arrogant traits = proud } factor = 0.7 } #others make you less careful modifier = { OR = { traits = reckless traits = rash } factor = 0.7 } #or an easy target modifier = { traits = coward factor = 0.8 } #and vice versa modifier = { OR = { traits = good_natured traits = plain_speaking } factor = 1.3 } modifier = { Or = { traits = modest traits = humble } factor = 1.3 } modifier = { OR = { traits = cautious traits = wise } factor = 1.3 } modifier = { traits = brave factor = 1.2 } } title = "prison" desc = "$CHARACTERNAME$ has been stabbed by a fellow prisoner, the wound looks serious." option = { name = "Stabbed" add_trait = wounded random = { chance = 50 remove_trait = reckless add_trait = cautious #you buy protection wealth = -250 } random = { chance = 20 add_trait = stressed #sympathy popularity = 3 } random = { chance = 20 add_trait = maimed #sympathy popularity = 5 } random = { chance = 10 health = -0.2 } } } #character gets raped in jail character_event = { id = 166003 trigger = { prisoner = yes } mean_time_to_happen = { years = 15 #rare #money buys protection modifier = { NOT = { wealth = 1000 } factor = 0.6 } modifier = { wealth = 5000 factor = 1.2 } #and if you are a noble woe to you modifier = { family_prestige = 1000 factor = 0.7 } #strong characters aren't easy targets modifier = { military = 7 factor = 1.2 } modifier = { military = 9 factor = 1.4 } #and vice versa modifier = { NOT = { military = 5 } factor = 0.8 } modifier = { NOT = { military = 3 } factor = 0.6 } #some traits annoy people modifier = { OR = { traits = abrasive traits = sarcastic } factor = 0.7 } modifier = { Or = { traits = arrogant traits = proud } factor = 0.7 } #others make you less careful modifier = { OR = { traits = reckless traits = rash } factor = 0.7 } #or an easy target modifier = { traits = coward factor = 0.8 } #and not exactly vice versa modifier = { OR = { traits = cautious traits = wise } factor = 1.3 } modifier = { traits = brave factor = 1.2 } #fair people have trouble modifier = { traits = fair factor = 0.1 } #who would want to touch you anyway? modifier = { traits = ugly factor = 10 } } title = "prison" desc = "$CHARACTERNAME$ has been raped while in prison." option = { name = "Raped" add_trait = stressed random = { chance = 30 add_trait = unhealthy #laughingstock popularity = -5 } random = { chance = 30 remove_trait = assertive add_trait = submissive #even worse popularity = -10 } random = { chance = 10 health = -0.2 } family_prestige = -100 } } #character gets murdered in jail character_event = { id = 166004 trigger = { prisoner = yes } mean_time_to_happen = { years = 15 #rare #money buys protection modifier = { NOT = { wealth = 1000 } factor = 0.6 } modifier = { wealth = 5000 factor = 1.2 } #popularity too modifier = { popularity = 60 factor = 1.3 } #prominence on the other hand doesn't modifier = { prominence = 60 factor = 0.7 } #and if you are a noble too woe to you modifier = { family_prestige = 1000 factor = 0.7 } #strong characters aren't easy targets modifier = { military = 7 factor = 1.2 } modifier = { military = 9 factor = 1.4 } #and vice versa modifier = { NOT = { military = 5 } factor = 0.8 } modifier = { NOT = { military = 3 } factor = 0.6 } #some traits annoy people modifier = { OR = { traits = abrasive traits = sarcastic } factor = 0.7 } modifier = { Or = { traits = arrogant traits = proud } factor = 0.7 } #others make you less careful modifier = { OR = { traits = reckless traits = rash } factor = 0.7 } #or an easy target modifier = { traits = coward factor = 0.8 } #and vice versa modifier = { OR = { traits = good_natured traits = plain_speaking } factor = 1.3 } modifier = { Or = { traits = modest traits = humble } factor = 1.3 } modifier = { OR = { traits = cautious traits = wise } factor = 1.3 } modifier = { traits = brave factor = 1.2 } } title = "prison" desc = "A slighted fellow prisoner has murdered $CHARACTERNAME$." option = { name = "Murdered" death = yes } } #divorce imprisoned spouse? character_event = { id = 166005 trigger = { spouse = { prisoner = yes } } mean_time_to_happen = { years = 5 #faster than the rest #less likely if spouse is rich modifier = { spouse = { wealth = 10000 } factor = 1.5 } #more if not modifier = { spouse = { NOT = { wealth = 5000 } } factor = 0.5 } #less likely if spouse is charismatic modifier = { spouse = { charisma = 7 } factor = 1.5 } #more if a monkey modifier = { spouse = { NOT = { charisma = 3 } } factor = 0.5 } #less likely if you have a great relastionship modifier = { spouse = { is_friend = THIS } factor = 2 } #more likely if you dont modifier = { spouse = { is_rival = THIS } factor = 0.1 } #less likely if spouse is prominet modifier = { spouse = { prominence = 70 } factor = 1.2 } #more if not modifier = { spouse = { NOT = { prominence = 30 } } factor = 0.8 } #more likely if lustful modifier = { traits = lustful factor = 0.7 } #less if chaste modifier = { traits = chaste factor = 1.3 } } title = "Your spouse has been in jail for too long" desc = "$CHARACTERNAME$'s spouse has been in jail for too long. $CHARACTERNAME$ is pondering what to do..." option = { name = "I should take a divorce" ai_chance = { factor = 80 #way less likely if chaste modifier = { traits = chaste factor = 0.2 } } #popularity suffers a bit popularity = -10 #doesn't take it well random = { chance = 50 #the reasons for the divorce are evident spouse = { remove_trait = forgiving add_trait = vengeful remove_friend = THIS add_rival = THIS } } #the reasons for the divorce are evident random = { chance = 40 remove_trait = chaste add_trait = lustful popularity = -20 } spouse = { character_event = 166006 } } option = { name = "I can wait some more" ai_chance = { factor = 20 #way more likely if chaste modifier = { traits = chaste factor = 4 } } #faithful spouses are rewarded popularity = 10 #spouse really appreciates it random = { chance = 50 spouse = { remove_rival = THIS add_friend = THIS #and inspiring such loyalty gives popularity popularity = 10 } } #you are chaste random = { chance = 40 remove_trait = lustful add_trait = chaste popularity = 20 } } } #your spouse divorces you character_event = { id = 166006 is_triggered_only = yes title = "Your spouse can't wait for you any longer" desc = "$CHARACTERNAME$ has been in jail for a long time now. Perhaps too long... and finally $FROM$, $OBJECT$ spouse, asked for a divorce." option = { name = "Divorce" wealth = -1000 random = { chance = 40 #it takes its toll on you add_trait = stressed #and the lawyers rob you blind wealth = -3000 } remove_spouse = yes } } #reserved 166007-166009