﻿
namespace = establish_heritages_event

#1.纵横捭阖
establish_heritages_event.0001 = { 
	type = character_event
	title = establish_heritages_event.0001.t
	desc = establish_heritages_event.0001.desc
	theme = diplomacy
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = chancellor
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		diplomacy_master_scripted_effect = yes
	}

	option = { 
		name = establish_heritages_event.0001.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_diplomacy_master
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0001.b
		
		GA_nickname_effect = { NICKNAME = nick_the_diplomat }
		create_character_memory = {
			type = GA_memory_diplomacy_master
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#2.圣明君王
establish_heritages_event.0002 = { 
	type = character_event
	title = establish_heritages_event.0002.t
	desc = establish_heritages_event.0002.desc
	theme = realm
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		wise_monarch_scripted_effect = yes
	}

	option = { 
		name = establish_heritages_event.0002.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_wise_monarch
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0002.b

		GA_nickname_effect = { NICKNAME = nick_the_wise_monarch }
		create_character_memory = {
			type = GA_memory_wise_monarch
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#3.战争艺术家
establish_heritages_event.0003 = { 
	type = character_event
	title = establish_heritages_event.0003.t
	desc = establish_heritages_event.0003.desc
	theme = war
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = marshal
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		war_artist_scripted_effect = yes
	}
			
	option = { 
		name = establish_heritages_event.0003.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_war_artist
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0003.b

		GA_nickname_effect = { NICKNAME = nick_the_hawk }
		create_character_memory = {
			type = GA_memory_war_artist
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#4.传奇勇士
establish_heritages_event.0004 = { 
	type = character_event
	title = establish_heritages_event.0004.t
	desc = establish_heritages_event.0004.desc
	theme = battle
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = marshal
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		legendary_warrior_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0004.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_legendary_warrior
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0004.b

		GA_nickname_effect = { NICKNAME = nick_the_lionheart }
		create_character_memory = {
			type = GA_memory_legendary_warrior
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#5.盛世缔造者
establish_heritages_event.0005 = { 
	type = character_event
	title = establish_heritages_event.0005.t
	desc = establish_heritages_event.0005.desc
	theme = stewardship
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = steward
	}
		
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		creator_of_golden_age_scripted_effect = yes
	}

	option = { 
		name = establish_heritages_event.0005.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_creator_of_golden_age
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0005.b

		GA_nickname_effect = { NICKNAME = nick_the_builder }
		create_character_memory = {
			type = GA_memory_creator_of_golden_age
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#6.传奇谋略家
establish_heritages_event.0006 = { 
	type = character_event
	title = establish_heritages_event.0006.t
	desc = establish_heritages_event.0006.desc
	theme = intrigue
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		legendary_tactician_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0006.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_legendary_tactician
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0006.b

		GA_nickname_effect = { NICKNAME = nick_the_griffin }
		create_character_memory = {
			type = GA_memory_legendary_tactician
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#7.无边恐怖
establish_heritages_event.0007 = { 
	type = character_event
	title = establish_heritages_event.0007.t
	desc = establish_heritages_event.0007.desc
	theme = intrigue
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		boundless_terror_scripted_effect = yes
	}
			
	option = { 
		name = establish_heritages_event.0007.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_boundless_terror
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0007.b

		GA_nickname_effect = { NICKNAME = nick_the_terrible }
		create_character_memory = {
			type = GA_memory_boundless_terror
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#8.资深学究
establish_heritages_event.0008 = { 
	type = character_event
	title = establish_heritages_event.0008.t
	desc = establish_heritages_event.0008.desc
	theme = learning
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = throne_room_writer
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		great_scholar_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0008.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_great_scholar
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0008.b

		GA_nickname_effect = { NICKNAME = nick_the_scholar }
		create_character_memory = {
			type = GA_memory_great_scholar
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#9.深渊观测者
establish_heritages_event.0009 = { 
	type = character_event
	title = establish_heritages_event.0009.t
	desc = establish_heritages_event.0009.desc
	theme = witchcraft
	
	left_portrait = { 	
		character = root
		animation = map_worry
	}
		
	immediate = {
		play_music_cue = "mx_cue_stress"
		abyss_observer_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0009.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_abyss_observer
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0009.b

		GA_nickname_effect = { NICKNAME = nick_the_witch }
		create_character_memory = {
			type = GA_memory_abyss_observer
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#10.养生大师
establish_heritages_event.0010 = { 
	type = character_event
	title = establish_heritages_event.0010.t
	desc = establish_heritages_event.0010.desc
	theme = learning
	
	left_portrait = { 	
		character = root
		animation = personality_rational
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		health_preservation_master_scripted_effect = yes
	}
			
	option = { 
		name = establish_heritages_event.0010.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_health_preservation_master
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0010.b

		GA_nickname_effect = { NICKNAME = nick_the_old }
		create_character_memory = {
			type = GA_memory_health_preservation_master
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#11.神圣仲裁者
establish_heritages_event.0011 = { 
	type = character_event
	title = establish_heritages_event.0011.t
	desc = establish_heritages_event.0011.desc
	theme = faith
	
	left_portrait = { 	
		character = root
		animation = personality_zealous
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		holy_arbiter_scripted_effect = yes
	}
	
	option = { 
		name = establish_heritages_event.0011.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_holy_arbiter
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0011.b

		GA_nickname_effect = { NICKNAME = nick_the_holy_arbiter }
		create_character_memory = {
			type = GA_memory_holy_arbiter
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#12.少年英雄
establish_heritages_event.0012 = { 
	type = character_event
	title = establish_heritages_event.0012.t
	desc = establish_heritages_event.0012.desc
	theme = dynasty
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		youth_legend_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0012.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_youth_legend
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0012.b

		GA_nickname_effect = { NICKNAME = nick_the_young }
		create_character_memory = {
			type = GA_memory_youth_legend
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#13.光芒四射
establish_heritages_event.0013 = { 
	type = character_event
	title = establish_heritages_event.0013.t
	desc = establish_heritages_event.0013.desc
	theme = dynasty
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		shining_ruler_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0013.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_shining_ruler
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0013.b

		GA_nickname_effect = { NICKNAME = nick_the_able }
		create_character_memory = {
			type = GA_memory_shining_ruler
		}
		
		ai_chance = {
			base = 100
		}
	}
}


###
#14.圣地守护者
establish_heritages_event.0101 = { 
	type = character_event
	title = establish_heritages_event.0101.t
	desc = establish_heritages_event.0101.desc
	theme = faith
	
	left_portrait = { 	
		character = root
		animation = marshal
	}

	immediate = {
		play_music_cue = "mx_cue_faith_conversion"
		guardian_of_holy_site_scripted_effect = yes
	}
	
	option = { 
		name = establish_heritages_event.0101.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_guardian_of_holy_site
		}
		
		ai_chance = {
			base = 0
		}
	}

	
	option = { 
		name = establish_heritages_event.0101.b

		GA_nickname_effect = { NICKNAME = nick_the_guardian_of_holy_site }
		create_character_memory = {
			type = GA_memory_guardian_of_holy_site
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#15.上帝之鞭
establish_heritages_event.0102 = { 
	type = character_event
	title = establish_heritages_event.0102.t
	desc = establish_heritages_event.0102.desc
	theme = war
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		scourge_of_god_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0102.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_scourge_of_god
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0102.b

		GA_nickname_effect = { NICKNAME = nick_the_scourge_of_God }
		create_character_memory = {
			type = GA_memory_scourge_of_god
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#16.新罗马缔造者
establish_heritages_event.0103 = { 
	type = character_event
	title = establish_heritages_event.0103.t
	desc = establish_heritages_event.0103.desc
	theme = crown
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		founder_of_new_rome_scripted_effect = yes
	}
	
	option = { 
		name = establish_heritages_event.0103.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_founder_of_new_rome
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0103.b

		GA_nickname_effect = { NICKNAME = nick_the_glorious }
		create_character_memory = {
			type = GA_memory_founder_of_new_rome
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#17.文兰传奇
establish_heritages_event.0104 = { 
	type = character_event
	title = establish_heritages_event.0104.t
	desc = establish_heritages_event.0104.desc
	theme = war
	
	override_background = { reference = fp1_beached_longships }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		legend_of_vinland_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0104.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_legend_of_vinland
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0104.b

		GA_nickname_effect = { NICKNAME = nick_the_pathfinder }
		create_character_memory = {
			type = GA_memory_legend_of_vinland
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#18.新亚特兰蒂斯缔造者
establish_heritages_event.0105 = { 
	type = character_event
	title = establish_heritages_event.0105.t
	desc = establish_heritages_event.0105.desc
	theme = realm
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		founder_of_new_atlantis_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0105.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_founder_of_new_atlantis
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0105.b

		GA_nickname_effect = { NICKNAME = nick_the_king_of_new_atlantis }
		create_character_memory = {
			type = GA_memory_founder_of_new_atlantis
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#19.光明使者
establish_heritages_event.0106 = { 
	type = character_event
	title = establish_heritages_event.0106.t
	desc = establish_heritages_event.0106.desc
	theme = faith
	
	left_portrait = { 	
		character = root
		animation = personality_zealous
	}
	
	immediate = {
		play_music_cue = "mx_cue_sacredrite"
		emissary_of_light_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0106.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_emissary_of_light
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0106.b

		GA_nickname_effect = { NICKNAME = nick_the_emissary_of_light }
		create_character_memory = {
			type = GA_memory_emissary_of_light
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#20.祭司王约翰
establish_heritages_event.0107 = { 
	type = character_event
	title = establish_heritages_event.0107.t
	desc = establish_heritages_event.0107.desc
	theme = faith
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_zealous
	}
	
	immediate = {
		play_music_cue = "mx_mood_call_02"
		prester_john_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0107.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_prester_john
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0107.b

		GA_nickname_effect = { NICKNAME = nick_prester_john }
		create_character_memory = {
			type = GA_memory_prester_john
		}
		
		trigger = {
			is_female = no
		}
		ai_chance = {
			base = 100
		}
	}
	
	option = { 
		name = establish_heritages_event.0107.c

		GA_nickname_effect = { NICKNAME = nick_prester_joan }
		create_character_memory = {
			type = GA_memory_prester_john
		}
		
		trigger = {
			is_female = yes
		}		
		ai_chance = {
			base = 100
		}
	}
}


#21.地中海之主
establish_heritages_event.0108 = { 
	type = character_event
	title = establish_heritages_event.0108.t
	desc = establish_heritages_event.0108.desc
	theme = crown
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}

	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		master_of_mediterranean_scripted_effect = yes
	}
	
	option = { 
		name = establish_heritages_event.0108.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_master_of_mediterranean
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0108.b

		GA_nickname_effect = { NICKNAME = nick_the_master_of_mediterranean }
		create_character_memory = {
			type = GA_memory_master_of_mediterranean
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#22.西苏精神的胜利
establish_heritages_event.0109 = {
	type = character_event
	title = establish_heritages_event.0109.t
	desc = establish_heritages_event.0109.desc
	theme = war
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_bold
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		victory_of_sisu_spirit_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0109.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_victory_of_sisu_spirit
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0109.b

		GA_nickname_effect = { NICKNAME = nick_the_great }
		create_character_memory = {
			type = GA_memory_victory_of_sisu_spirit
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#23.古莱什之鹰
establish_heritages_event.0110 = {
	type = character_event
	title = establish_heritages_event.0110.t
	desc = establish_heritages_event.0110.desc
	theme = war
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_honorable
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		eagle_of_quraish_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0110.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_eagle_of_quraish
		}
		
		ai_chance = {
			base = 0
		}
	}
	
	option = { 
		name = establish_heritages_event.0110.b

		GA_nickname_effect = { NICKNAME = nick_the_hawk_of_quraysh }
		create_character_memory = {
			type = GA_memory_eagle_of_quraish
		}
		
		ai_chance = {
			base = 100
		}
	}
}

###
#25.致命美貌
establish_heritages_event.0014 = { 
	type = character_event
	title = establish_heritages_event.0014.t
	desc = establish_heritages_event.0014.desc
	theme = seduction
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_rational
	}
	
	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		fatal_beauty_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0014.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_fatal_beauty
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0014.b

		GA_nickname_effect = { NICKNAME = nick_the_queen_of_thorns }
		create_character_memory = {
			type = GA_memory_fatal_beauty
		}
		
		ai_chance = {
			base = 100
		}
	}
}

#26.圣战家族
establish_heritages_event.0015 = { 
	type = character_event
	title = establish_heritages_event.0015.t
	desc = establish_heritages_event.0015.desc
	theme = faith
	
	override_background = { reference = throne_room }
	
	left_portrait = { 	
		character = root
		animation = personality_zealous
	}
	
	immediate = {
		play_music_cue = "mx_cue_sacredrite"
		faith_warrior_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0015.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_faith_warrior
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0015.b

		GA_nickname_effect = { NICKNAME = nick_the_crusader }
		create_character_memory = {
			type = GA_memory_faith_warrior
		}
		
		trigger = { religion = religion:christianity_religion }
		ai_chance = {
			base = 100
		}
	}	

	option = { 
		name = establish_heritages_event.0015.c

		GA_nickname_effect = { NICKNAME = nick_the_faith_warrior }
		create_character_memory = {
			type = GA_memory_faith_warrior
		}
		
		trigger = { NOT = { religion = religion:christianity_religion } }
		ai_chance = {
			base = 100
		}
	}
}

#27.海盗血脉
establish_heritages_event.0016 = { 
	type = character_event
	title = establish_heritages_event.0016.t
	desc = establish_heritages_event.0016.desc
	theme = war
	
	override_background = { reference = fp1_beached_longships }
	
	left_portrait = {
		character = root
		animation = marshal
	}
	
	immediate = {
		play_music_cue = "mx_cue_war_declared"
		seaking_bloodline_scripted_effect = yes
	}
		
	option = { 
		name = establish_heritages_event.0016.a

		add_stress = minor_stress_loss
		create_character_memory = {
			type = GA_memory_seaking_bloodline
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { 
		name = establish_heritages_event.0016.b

		GA_nickname_effect = { NICKNAME = nick_the_pirate_king }
		create_character_memory = {
			type = GA_memory_seaking_bloodline
		}
		
		ai_chance = {
			base = 100
		}
	}
}