You are on page 1of 13

namespace = dungeon_ongoing

#0000 - 0999: Ongoing events


#9000 - 9999: Long term imprisonment events

##############################
# Regular Ongoing Events
# 0001-0999
##############################

#Crazy neighbors bother you


#by Linnéa Thimrén
dungeon_ongoing.0001 = {
type = character_event
title = dungeon_ongoing.0001.t
desc = dungeon_ongoing.0001.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = stressed
}

trigger = {
NOT = { has_character_flag = had_dungeon_ongoing_0001_event }
}

weight_multiplier = {
base = 1
modifier = {
add = -0.7
time_in_prison_type = {
days > 730
}
}
compare_modifier = {
value = stress
multiplier = -0.01
}
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_dungeon_ongoing_0001_event
days = 730
}
}

option = { #Make it stop!


name = dungeon_ongoing.0001.a
stress_impact = {
base = medium_stress_gain
}
}

option = { #Talk to the rambling prisoner


name = dungeon_ongoing.0001.b
trigger = {
OR = {
has_trait = lunatic
has_trait = gregarious
has_diplomacy_lifestyle_trait_trigger = yes
}
}
exclusive = yes
trait = lunatic_1
trait = gregarious
trait = family_first
trait = august
stress_impact = {
base = medium_stress_loss
}
}
}

#Able to wait patiently


#by Linnéa Thimrén
dungeon_ongoing.0002 = {
type = character_event
title = dungeon_ongoing.0002.t
desc = dungeon_ongoing.0002.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = boredom
}

trigger = {
NOT = { has_character_flag = had_event_dungeon_ongoing_0002 }
}

weight_multiplier = {
base = 0.2
modifier = {
add = 0.8
has_trait = patient
}
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_event_dungeon_ongoing_0002
days = 1825
}
}

option = { #I have to get out


name = dungeon_ongoing.0002.a
stress_impact = {
base = minor_stress_gain
}
}

option = { #I can wait


name = dungeon_ongoing.0002.b
trigger = {
has_trait = patient
}
exclusive = yes
trait = patient
stress_impact = {
base = medium_stress_loss
}
}
}

#Guards threaten to give you a beating


#by Linnéa Thimrén
dungeon_ongoing.0003 = {
type = character_event
title = dungeon_ongoing.0003.t
desc = dungeon_ongoing.0003.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = beg
}

trigger = {
NOT = { has_character_flag = had_event_dungeon_ongoing_0003 }
}

weight_multiplier = {
base = 1
modifier = {
add = -0.8
has_trait_rank = {
trait = wounded
rank = 2
}
}
modifier = {
add = -0.5
NOT = { has_trait = stubborn }
}
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_event_dungeon_ongoing_0003
days = 1825
}
}

option = { #Fine, I'll back off


name = dungeon_ongoing.0003.a
trigger = {
NOT = { has_trait = stubborn }
}
stress_impact = {
base = minor_stress_gain
}
}

option = { #I won't keep quiet


name = dungeon_ongoing.0003.b
trait = stubborn
increase_wounds_effect = { REASON = dungeon }
}
}

#A wound goes infected


#by Linnéa Thimrén
dungeon_ongoing.0004 = {
type = character_event
title = dungeon_ongoing.0004.t
desc = dungeon_ongoing.0004.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = disgust
}

trigger = {
has_trait = wounded
NOT = { has_character_modifier = infected_wound_modifier }
NOT = { has_character_flag = recently_recovered_from_infection }
}

weight_multiplier = {
base = 1
modifier = {
add = 1
has_trait_rank = {
trait = wounded
rank > 1
}
}
modifier = {
add = 1
has_trait_rank = {
trait = wounded
rank > 2
}
}
}

immediate = {
play_music_cue = "mx_cue_illness"
}

option = {
name = dungeon_ongoing.0004.a
flavor = dungeon_no_response_tooltip
add_character_modifier = {
modifier = infected_wound_modifier
}
}
}

#Infection passes in prison


#by Linnéa Thimrén
dungeon_ongoing.0005 = {
type = character_event
title = dungeon_ongoing.0005.t
desc = dungeon_ongoing.0005.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = shame
}

trigger = {
has_character_modifier = infected_wound_modifier
}

weight_multiplier = {
base = 1
}

immediate = {
play_music_cue = "mx_cue_illness"
add_character_flag = {
flag = recently_recovered_from_infection
days = 730
}
remove_character_modifier = infected_wound_modifier
add_character_flag = will_get_scar
}

option = {
name = dungeon_ongoing.0005.a
}
}

#You are content, so prison isn't sooo bad


#by Linnéa Thimrén
dungeon_ongoing.0006 = {
type = character_event
title = dungeon_ongoing.0006.t
desc = dungeon_ongoing.0006.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = boredom
}

trigger = {
NOT = { has_character_flag = had_event_dungeon_ongoing_0006 }
has_trait = content
}

weight_multiplier = {
base = 1
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_event_dungeon_ongoing_0006
days = 1825
}
}

option = { #I have to get out


name = dungeon_ongoing.0006.a
stress_impact = {
base = minor_stress_gain
}
}

option = { #I can wait


name = dungeon_ongoing.0006.b
trigger = {
has_trait = content
}
exclusive = yes
trait = content
stress_impact = {
base = medium_stress_loss
}
}
}

#The dungeon is torture for ambitious people


#by Linnéa Thimrén
dungeon_ongoing.0007 = {
type = character_event
title = dungeon_ongoing.0007.t
desc = dungeon_ongoing.0007.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = boredom
}

trigger = {
has_trait = ambitious
NOT = { has_character_flag = had_event_dungeon_ongoing_0007 }
}
immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_event_dungeon_ongoing_0007
days = 1825
}
}

option = { #Hold on to hope!


name = dungeon_ongoing.0007.a
trigger = { has_trait = ambitious }
trait = ambitious
stress_impact = {
base = medium_stress_gain
}
ai_chance = {
base = 100
}
}

option = { #Focus on survival


name = dungeon_ongoing.0007.b
trigger = {
number_of_personality_traits > 2
}
remove_trait = ambitious
stress_impact = {
base = major_stress_loss
}
ai_chance = {
base = 1
}
}
}

#The dungeon is torture for impatient people


#by Linnéa Thimrén
dungeon_ongoing.0008 = {
type = character_event
title = dungeon_ongoing.0008.t
desc = dungeon_ongoing.0008.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = boredom
}

trigger = {
has_trait = impatient
NOT = { has_character_flag = had_event_dungeon_ongoing_0008 }
}

weight_multiplier = {
base = 1
modifier = { #Three times as likely to fire in your first year
add = 2
time_in_prison_type = {
days < 365
}
}
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_event_dungeon_ongoing_0008
days = 1825
}
}

option = {
name = dungeon_ongoing.0008.a
trait = impatient
stress_impact = {
base = medium_stress_gain
}
}
}

#You prison pet is there to comfort you


#by Linnéa Thimrén
dungeon_ongoing.0009 = {
type = character_event
title = dungeon_ongoing.0009.t
desc = dungeon_ongoing.0009.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = happiness
}

trigger = {
exists = var:prison_pet_variable
NOT = { has_character_flag = had_event_dungeon_ongoing_0009 }
}

weight_multiplier = {
base = 1
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_event_dungeon_ongoing_0009
days = 1825
}
}

option = {
name = dungeon_ongoing.0009.a
stress_impact = {
base = medium_stress_loss
}
}
}

#########################
# Long-term Imprisonment Events
# 9000-9999
#########################

#Become Ill
dungeon_ongoing.9001 = {
type = character_event
title = dungeon_ongoing.9001.t
desc = dungeon_ongoing.9001.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = sadness
}

trigger = {
NOT = { has_trait = ill }
NOT = { has_character_flag = had_long_term_dungeon_stay_event }
time_in_prison_type = {
years > 5
}
}

weight_multiplier = {
base = 1
modifier = {
add = -0.5
has_trait = pneumonic
}
}

immediate = {
play_music_cue = "mx_cue_illness"
add_character_flag = {
flag = had_long_term_dungeon_stay_event
days = 365
}
add_trait = ill
}

option = {
name = dungeon_ongoing.9001.a
}
}

#Become Pneumonic
dungeon_ongoing.9002 = {
type = character_event
title = dungeon_ongoing.9002.t
desc = dungeon_ongoing.9002.desc
theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = sadness
}

trigger = {
NOT = { has_trait = pneumonic }
NOT = { has_character_flag = had_long_term_dungeon_stay_event }
time_in_prison_type = {
years > 5
}
}

weight_multiplier = {
base = 1
modifier = {
add = -0.5
has_trait = ill
}
}

immediate = {
play_music_cue = "mx_cue_illness"
add_character_flag = {
flag = had_long_term_dungeon_stay_event
days = 365
}
add_trait = pneumonic
}

option = {
name = dungeon_ongoing.9002.a
}
}

#Add Stress
dungeon_ongoing.9003 = {
type = character_event
title = dungeon_ongoing.9003.t
desc = dungeon_ongoing.9003.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = sadness
}

trigger = {
NOT = { has_character_flag = had_long_term_dungeon_stay_event }
time_in_prison_type = {
years > 5
}
}
weight_multiplier = {
base = 1
modifier = {
add = -0.5
has_trait = patient
}
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_long_term_dungeon_stay_event
days = 365
}
}

option = {
name = dungeon_ongoing.9003.a
stress_impact = {
base = massive_stress_gain
}
}
}

#Add Stress
dungeon_ongoing.9004 = {
type = character_event
title = dungeon_ongoing.9004.t
desc = dungeon_ongoing.9004.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = sadness
}

trigger = {
NOT = { has_character_flag = had_long_term_dungeon_stay_event }
time_in_prison_type = {
years > 5
}
}

weight_multiplier = {
base = 1
modifier = {
add = -0.5
has_trait = patient
}
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_long_term_dungeon_stay_event
days = 365
}
}

option = {
name = dungeon_ongoing.9004.a
stress_impact = {
base = massive_stress_gain
}
}
}

#Prison pet dies


#by Linnéa Thimrén
dungeon_ongoing.9005 = {
type = character_event
title = dungeon_ongoing.9005.t
desc = dungeon_ongoing.9005.desc

theme = prison
soundeffect = in_the_dungeon_event
left_portrait = {
character = root
animation = sadness
}

trigger = {
exists = var:prison_pet_variable
NOT = { has_character_flag = had_long_term_dungeon_stay_event }
time_in_prison_type = {
years > 5
}
}

immediate = {
play_music_cue = "mx_cue_prison"
add_character_flag = {
flag = had_long_term_dungeon_stay_event
days = 365
}
}

option = {
name = dungeon_ongoing.9005.a
stress_impact = {
base = medium_stress_gain
}
if = {
limit = {
var:prison_pet_variable = flag:rat
}
remove_character_modifier = prison_pet_rat_modifier
}
else_if = {
limit = {
var:prison_pet_variable = flag:stone
}
remove_character_modifier = prison_pet_stone_modifier
}
else_if = {
limit = {
var:prison_pet_variable = flag:spoon
}
remove_character_modifier = prison_pet_spoon_modifier
}
else_if = {
limit = {
var:prison_pet_variable = flag:cockroach
}
remove_character_modifier = prison_pet_cockroach_modifier
}
}
after = {
remove_variable = prison_pet_variable
}
}

You might also like