506 lines
12 KiB
Text
506 lines
12 KiB
Text
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### DEPRECATED
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#story_cycle_house_feud = {
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#
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# on_setup = {
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# ### Scopes
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# save_scope_as = house_feud_story
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# }
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#
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# on_end = {
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# var:house_feud_house.house_head ?= { save_scope_as = house_feud_rival }
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# if = {
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# limit = {
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# NAND = {
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# exists = story_owner.var:house_feud_swapped_house
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# story_owner.var:house_feud_swapped_house = var:house_feud_house
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# }
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# }
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# house_feud_end_modifier_effect = yes
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# }
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# story_owner = {
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# save_scope_as = house_feud_ender
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# if = {
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# limit = { exists = scope:house_feud_rival }
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# create_character_memory = {
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# type = house_feud_ended_memory
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# participants = {
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# house_head = scope:house_feud_rival
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# }
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# }
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# }
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# house = {
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# set_variable = {
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# name = house_feud_cooldown
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# years = 25
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# }
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# set_variable = {
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# name = house_feud_ended
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# years = 1
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# }
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# hidden_effect = {
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# if = {
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# limit = {
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# any_house_member = { is_alive = yes }
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# }
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# every_house_member = {
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# limit = { is_alive = yes }
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# if = {
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# limit = {
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# exists = scope:house_feud_rival
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# scope:house_feud_rival = { is_alive = yes }
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# has_opinion_modifier = {
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# modifier = house_feud_opinion
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# target = scope:house_feud_rival
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# }
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# }
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# remove_opinion = {
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# modifier = house_feud_opinion
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# target = scope:house_feud_rival
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# }
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# }
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# }
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# }
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# }
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# }
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# }
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# # Inform target feud has ended
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# if = {
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# limit = {
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# exists = var:house_feud_house.house_head
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# var:house_feud_house.house_head = { is_alive = yes }
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# }
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# story_owner = { save_scope_as = house_feud_attacker }
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# var:house_feud_house.house_head = {
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# trigger_event = {
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# id = bp1_house_feud.0502
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# days = 5
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# }
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# }
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# }
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# }
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#
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# on_owner_death = {
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# # Transfer to heir
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# if = {
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# limit = {
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# exists = scope:story.var:house_feud_house.house_head
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# story_owner = {
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# is_playable_character = yes
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# exists = player_heir
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# }
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# }
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# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
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# story_owner = {
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# save_scope_as = old_house_head
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# player_heir = { save_scope_as = new_story_owner }
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# }
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# #transfer_house_feud_story_cycle_to_effect = {
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# # CHARACTER = scope:new_story_owner
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# # STORY = scope:story
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# #}
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# }
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# # Or destroy
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# else = {
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# scope:story = { end_story = yes }
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# }
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# }
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#
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# # Something happens - random events
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# effect_group = {
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# years = { 1 2 }
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# chance = 50
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#
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# trigger = {
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# exists = var:house_feud_house.house_head
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# var:house_feud_house.house_head = { is_alive = yes }
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
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# story_owner = {
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# trigger_event = { on_action = ongoing_house_feud_events }
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# }
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# }
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# }
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# }
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#
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# #Achieved claim
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# effect_group = {
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# days = 1
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#
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# trigger = {
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# NOT = { has_variable = house_feud_revenged }
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# story_owner = { age >= 9 }
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# has_variable = house_feud_reason
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# var:house_feud_reason = flag:competing_claim
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# has_variable = house_feud_title
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# var:house_feud_title = {
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# exists = previous_holder.house
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# previous_holder.house = scope:story.var:house_feud_house_2_first_head.house
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# holder.house = scope:story.story_owner.house
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# }
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# }
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#
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#
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# }
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#
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# #Avenged death
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# effect_group = {
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# days = 1
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#
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# trigger = {
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# NOT = { has_variable = house_feud_revenged }
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# story_owner = { age >= 9 }
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# has_variable = house_feud_reason
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# OR = {
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# var:house_feud_reason = flag:head_killed
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# var:house_feud_reason = flag:family_killed
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# }
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# has_variable = house_feud_attacker
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# var:house_feud_attacker = {
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# is_alive = no
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# exists = killer
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# killer.house = scope:story.story_owner.house
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# }
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
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# var:house_feud_attacker = { save_scope_as = house_feud_attacker }
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# var:house_feud_victim = { save_scope_as = house_feud_victim }
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# set_variable = {
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# name = house_feud_revenged
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# value = scope:house_feud_rival.house
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# }
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# story_owner = { trigger_event = bp1_house_feud.7001 }
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# }
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# }
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# }
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#
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# #Count length of the feud
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# effect_group = {
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# years = 1
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#
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# trigger = { exists = var:house_feud_length_counter }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# change_variable = {
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# name = house_feud_length_counter
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# add = 1
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# }
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# }
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# }
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# }
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#
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# #Out of diplo range
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# effect_group = {
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# days = 1
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#
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# trigger = {
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# story_owner = { save_temporary_scope_as = story_owner_temp }
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# var:house_feud_house.house_head ?= {
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# is_alive = yes
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# NOT = { in_diplomatic_range = scope:story_owner_temp }
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# }
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
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# end_story = yes
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# }
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# }
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# }
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#
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# #Wiped out
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# effect_group = {
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# days = 1
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#
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# trigger = {
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# story_owner.age >= 9
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# house_feud_wiped_out_trigger = yes
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# story_owner = { trigger_event = bp1_house_feud.0830 }
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# }
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# }
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# }
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#
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# #Not rival with house head
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# effect_group = {
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# months = { 1 2 }
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#
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# trigger = {
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# story_owner = {
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# age >= 9
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# trigger_if = {
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# limit = { has_variable = house_feud_next_cooldown }
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# NOT = { var:house_feud_next_cooldown = scope:story.var:house_feud_house.house_head }
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# }
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# }
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# exists = var:house_feud_house.house_head
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# exists = var:house_feud_house_2_first_head
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# var:house_feud_house = var:house_feud_house_2_first_head.house
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# var:house_feud_house.house_head = {
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# is_alive = yes
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# age >= 9
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# NOT = { has_relation_rival = scope:story.story_owner }
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# }
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
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# story_owner = { trigger_event = bp1_house_feud.0840 }
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# }
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# }
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# }
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#
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# #Add opinion modifiers
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# effect_group = {
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# months = 6
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#
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# trigger = {
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# var:house_feud_house.house_head ?= { save_temporary_scope_as = house_feud_head_temp }
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
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# story_owner.house = {
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# every_house_member = { trigger_event = bp1_house_feud.0600 }
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# }
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# }
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# }
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# }
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#
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# # Target house can decide to reciprocate
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# effect_group = {
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# months = 6
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# trigger = {
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# scope:story.var:house_feud_house.house_head ?= {
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# valid_for_feud_events_with_target_trigger = { TARGET = scope:story.story_owner }
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# trigger_if = {
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# limit = { has_variable = house_feud_reciprocate_cooldown }
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# NOT = { var:house_feud_reciprocate_cooldown = scope:story.story_owner.house }
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# }
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# }
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# story_owner = { save_scope_as = house_feud_rival }
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# scope:story = { save_scope_as = other_house_feud_story }
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# scope:story.var:house_feud_house.house_head = {
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# random = {
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# chance = 50
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# modifier = {
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# add = 25
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# intrigue > scope:house_feud_rival.intrigue
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# }
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# modifier = {
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# add = 25
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# has_relation_nemesis = scope:house_feud_rival
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# }
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# modifier = {
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# add = -25
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# has_trait = trusting
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# }
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# trigger_event = bp1_house_feud.0500
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# }
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# }
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# }
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# }
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# }
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#
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# #Murder inform
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# effect_group = {
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# months = 1
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#
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# trigger = {
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# story_owner.house = {
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# any_house_member = {
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# opinion = {
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# target = scope:story.story_owner
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# value >= -25
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# }
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# NOT = {
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# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
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# }
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# any_secret = {
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# secret_type = secret_murder
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# secret_target = {
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# exists = house
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# house = scope:story.var:house_feud_house
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# }
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# NOT = {
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# any_secret_knower = { this = scope:story.story_owner }
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# }
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# }
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# }
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# }
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# }
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#
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# triggered_effect = {
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# trigger = { always = yes }
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# effect = {
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# story_owner.house = {
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# random_house_member = {
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# limit = {
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# opinion = {
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# target = scope:story.story_owner
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# value >= -25
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# }
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# NOT = {
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# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
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# }
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# }
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# random_secret = {
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# limit = {
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# secret_type = secret_murder
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# secret_target = {
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# exists = house
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# house = scope:story.var:house_feud_house
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# }
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# NOT = {
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# any_secret_knower = { this = scope:story.story_owner }
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# }
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# }
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# reveal_to = scope:story.story_owner
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# }
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||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
#
|
||
|
|
# # Cuckoldry inform
|
||
|
|
# effect_group = {
|
||
|
|
# months = 1
|
||
|
|
#
|
||
|
|
# trigger = {
|
||
|
|
# story_owner.house = {
|
||
|
|
# any_house_member = {
|
||
|
|
# opinion = {
|
||
|
|
# target = scope:story.story_owner
|
||
|
|
# value >= -25
|
||
|
|
# }
|
||
|
|
# NOT = {
|
||
|
|
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
|
||
|
|
# }
|
||
|
|
# any_secret = {
|
||
|
|
# secret_type = secret_lover
|
||
|
|
# secret_target = {
|
||
|
|
# exists = house
|
||
|
|
# house = scope:story.var:house_feud_house
|
||
|
|
# }
|
||
|
|
# NOT = {
|
||
|
|
# any_secret_knower = { this = scope:story.story_owner }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
#
|
||
|
|
# triggered_effect = {
|
||
|
|
# trigger = { always = yes }
|
||
|
|
# effect = {
|
||
|
|
# story_owner.house = {
|
||
|
|
# random_house_member = {
|
||
|
|
# limit = {
|
||
|
|
# opinion = {
|
||
|
|
# target = scope:story.story_owner
|
||
|
|
# value >= -25
|
||
|
|
# }
|
||
|
|
# NOT = {
|
||
|
|
# has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# random_secret = {
|
||
|
|
# limit = {
|
||
|
|
# secret_type = secret_lover
|
||
|
|
# secret_target = {
|
||
|
|
# exists = house
|
||
|
|
# house = scope:story.var:house_feud_house
|
||
|
|
# }
|
||
|
|
# NOT = {
|
||
|
|
# any_secret_knower = { this = scope:story.story_owner }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# reveal_to = scope:story.story_owner
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
#
|
||
|
|
# # Stop AI feuds from going too hard against players
|
||
|
|
# effect_group = {
|
||
|
|
# months = 1
|
||
|
|
# trigger = { always = yes }
|
||
|
|
#
|
||
|
|
# triggered_effect = {
|
||
|
|
# trigger = {
|
||
|
|
# story_owner = { is_ai = yes }
|
||
|
|
# var:house_feud_house.house.house_head ?= { is_ai = no }
|
||
|
|
# # House must be sufficiently large to support a Feud
|
||
|
|
# var:house_feud_house.house = {
|
||
|
|
# any_house_member = {
|
||
|
|
# count < 5
|
||
|
|
# is_alive = yes
|
||
|
|
# is_adult = yes
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# effect = {
|
||
|
|
# story_owner = { save_scope_as = story_owner }
|
||
|
|
# debug_log = "House Feud cancelled against player"
|
||
|
|
# debug_log_scopes = yes
|
||
|
|
# end_story = yes
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
#
|
||
|
|
# # Maintenance group
|
||
|
|
# effect_group = {
|
||
|
|
# months = 1
|
||
|
|
# trigger = { always = yes }
|
||
|
|
#
|
||
|
|
# triggered_effect = {
|
||
|
|
# trigger = {
|
||
|
|
# OR = {
|
||
|
|
# NOT = { exists = var:house_feud_house }
|
||
|
|
# NOT = { exists = var:house_feud_house_1_first_head }
|
||
|
|
# NOT = { exists = var:house_feud_house_2_first_head }
|
||
|
|
# NOT = { exists = var:house_feud_length_counter }
|
||
|
|
# NOT = { exists = var:house_feud_death_counter }
|
||
|
|
# NOT = { exists = var:house_feud_kill_counter }
|
||
|
|
# NOT = { exists = var:house_feud_reason }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# effect = {
|
||
|
|
# # Variable is missing! Ending story prematurely.
|
||
|
|
# story_owner = { save_scope_as = story_owner }
|
||
|
|
# debug_log = "House Feud invalidated"
|
||
|
|
# debug_log_scopes = yes
|
||
|
|
# end_story = yes
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
# }
|
||
|
|
#}
|