N3OW/common/story_cycles/story_cycle_house_feud.txt

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2026-05-29 06:16:14 -04:00
### DEPRECATED
#story_cycle_house_feud = {
#
# on_setup = {
# ### Scopes
# save_scope_as = house_feud_story
# }
#
# on_end = {
# var:house_feud_house.house_head ?= { save_scope_as = house_feud_rival }
# if = {
# limit = {
# NAND = {
# exists = story_owner.var:house_feud_swapped_house
# story_owner.var:house_feud_swapped_house = var:house_feud_house
# }
# }
# house_feud_end_modifier_effect = yes
# }
# story_owner = {
# save_scope_as = house_feud_ender
# if = {
# limit = { exists = scope:house_feud_rival }
# create_character_memory = {
# type = house_feud_ended_memory
# participants = {
# house_head = scope:house_feud_rival
# }
# }
# }
# house = {
# set_variable = {
# name = house_feud_cooldown
# years = 25
# }
# set_variable = {
# name = house_feud_ended
# years = 1
# }
# hidden_effect = {
# if = {
# limit = {
# any_house_member = { is_alive = yes }
# }
# every_house_member = {
# limit = { is_alive = yes }
# if = {
# limit = {
# exists = scope:house_feud_rival
# scope:house_feud_rival = { is_alive = yes }
# has_opinion_modifier = {
# modifier = house_feud_opinion
# target = scope:house_feud_rival
# }
# }
# remove_opinion = {
# modifier = house_feud_opinion
# target = scope:house_feud_rival
# }
# }
# }
# }
# }
# }
# }
# # Inform target feud has ended
# if = {
# limit = {
# exists = var:house_feud_house.house_head
# var:house_feud_house.house_head = { is_alive = yes }
# }
# story_owner = { save_scope_as = house_feud_attacker }
# var:house_feud_house.house_head = {
# trigger_event = {
# id = bp1_house_feud.0502
# days = 5
# }
# }
# }
# }
#
# on_owner_death = {
# # Transfer to heir
# if = {
# limit = {
# exists = scope:story.var:house_feud_house.house_head
# story_owner = {
# is_playable_character = yes
# exists = player_heir
# }
# }
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = {
# save_scope_as = old_house_head
# player_heir = { save_scope_as = new_story_owner }
# }
# #transfer_house_feud_story_cycle_to_effect = {
# # CHARACTER = scope:new_story_owner
# # STORY = scope:story
# #}
# }
# # Or destroy
# else = {
# scope:story = { end_story = yes }
# }
# }
#
# # Something happens - random events
# effect_group = {
# years = { 1 2 }
# chance = 50
#
# trigger = {
# exists = var:house_feud_house.house_head
# var:house_feud_house.house_head = { is_alive = yes }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = {
# trigger_event = { on_action = ongoing_house_feud_events }
# }
# }
# }
# }
#
# #Achieved claim
# effect_group = {
# days = 1
#
# trigger = {
# NOT = { has_variable = house_feud_revenged }
# story_owner = { age >= 9 }
# has_variable = house_feud_reason
# var:house_feud_reason = flag:competing_claim
# has_variable = house_feud_title
# var:house_feud_title = {
# exists = previous_holder.house
# previous_holder.house = scope:story.var:house_feud_house_2_first_head.house
# holder.house = scope:story.story_owner.house
# }
# }
#
#
# }
#
# #Avenged death
# effect_group = {
# days = 1
#
# trigger = {
# NOT = { has_variable = house_feud_revenged }
# story_owner = { age >= 9 }
# has_variable = house_feud_reason
# OR = {
# var:house_feud_reason = flag:head_killed
# var:house_feud_reason = flag:family_killed
# }
# has_variable = house_feud_attacker
# var:house_feud_attacker = {
# is_alive = no
# exists = killer
# killer.house = scope:story.story_owner.house
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# var:house_feud_attacker = { save_scope_as = house_feud_attacker }
# var:house_feud_victim = { save_scope_as = house_feud_victim }
# set_variable = {
# name = house_feud_revenged
# value = scope:house_feud_rival.house
# }
# story_owner = { trigger_event = bp1_house_feud.7001 }
# }
# }
# }
#
# #Count length of the feud
# effect_group = {
# years = 1
#
# trigger = { exists = var:house_feud_length_counter }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# change_variable = {
# name = house_feud_length_counter
# add = 1
# }
# }
# }
# }
#
# #Out of diplo range
# effect_group = {
# days = 1
#
# trigger = {
# story_owner = { save_temporary_scope_as = story_owner_temp }
# var:house_feud_house.house_head ?= {
# is_alive = yes
# NOT = { in_diplomatic_range = scope:story_owner_temp }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# end_story = yes
# }
# }
# }
#
# #Wiped out
# effect_group = {
# days = 1
#
# trigger = {
# story_owner.age >= 9
# house_feud_wiped_out_trigger = yes
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner = { trigger_event = bp1_house_feud.0830 }
# }
# }
# }
#
# #Not rival with house head
# effect_group = {
# months = { 1 2 }
#
# trigger = {
# story_owner = {
# age >= 9
# trigger_if = {
# limit = { has_variable = house_feud_next_cooldown }
# NOT = { var:house_feud_next_cooldown = scope:story.var:house_feud_house.house_head }
# }
# }
# exists = var:house_feud_house.house_head
# exists = var:house_feud_house_2_first_head
# var:house_feud_house = var:house_feud_house_2_first_head.house
# var:house_feud_house.house_head = {
# is_alive = yes
# age >= 9
# NOT = { has_relation_rival = scope:story.story_owner }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner = { trigger_event = bp1_house_feud.0840 }
# }
# }
# }
#
# #Add opinion modifiers
# effect_group = {
# months = 6
#
# trigger = {
# var:house_feud_house.house_head ?= { save_temporary_scope_as = house_feud_head_temp }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# var:house_feud_house.house_head = { save_scope_as = house_feud_rival }
# story_owner.house = {
# every_house_member = { trigger_event = bp1_house_feud.0600 }
# }
# }
# }
# }
#
# # Target house can decide to reciprocate
# effect_group = {
# months = 6
# trigger = {
# scope:story.var:house_feud_house.house_head ?= {
# valid_for_feud_events_with_target_trigger = { TARGET = scope:story.story_owner }
# trigger_if = {
# limit = { has_variable = house_feud_reciprocate_cooldown }
# NOT = { var:house_feud_reciprocate_cooldown = scope:story.story_owner.house }
# }
# }
# }
#
# triggered_effect = {
# trigger = { always = yes }
# effect = {
# story_owner = { save_scope_as = house_feud_rival }
# scope:story = { save_scope_as = other_house_feud_story }
# scope:story.var:house_feud_house.house_head = {
# random = {
# chance = 50
# modifier = {
# add = 25
# intrigue > scope:house_feud_rival.intrigue
# }
# modifier = {
# add = 25
# has_relation_nemesis = scope:house_feud_rival
# }
# modifier = {
# add = -25
# has_trait = trusting
# }
# trigger_event = bp1_house_feud.0500
# }
# }
# }
# }
# }
#
# #Murder 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_murder
# 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_murder
# 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
# }
# }
# }
# }
# }
# }
#
# # 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
# }
# }
# }
#}