so much event updating
This commit is contained in:
parent
c4b6d9bdeb
commit
811167944e
135 changed files with 4885 additions and 297691 deletions
|
|
@ -1,719 +0,0 @@
|
|||
namespace = ep1_character_interaction
|
||||
|
||||
##################################################
|
||||
#
|
||||
# Character Interaction Events
|
||||
#
|
||||
# 0001 - 0010 Indebt Guest
|
||||
##################################################
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
##################################################
|
||||
# CHARACTER INTERACTION EVENTS
|
||||
|
||||
##################################################
|
||||
# A Sensible Recompense
|
||||
# by Ewan Cowhig Croft
|
||||
# 0001 - 0010
|
||||
##################################################
|
||||
|
||||
scripted_trigger ep1_character_interaction_0001_valid_hostile_relation_trigger = {
|
||||
# Must be at a court of some kind *other* than your own.
|
||||
exists = host
|
||||
scope:actor != host
|
||||
# And not in scope:actor's prison.
|
||||
NOR = {
|
||||
imprisoner ?= scope:actor
|
||||
}
|
||||
# Double check that this'd be an appropriate court to send a plant.
|
||||
save_temporary_scope_as = current_target
|
||||
scope:actor = {
|
||||
OR = {
|
||||
# Either you've got a scheme on the go...
|
||||
any_scheme = {
|
||||
hostile_scheme_trigger = yes
|
||||
scheme_target_character = scope:current_target
|
||||
}
|
||||
# ... or you could start one.
|
||||
can_start_hostile_scheme_against_trigger = { TARGET = scope:current_target}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scripted_trigger ep1_character_interaction_0001_valid_rival_trigger = {
|
||||
ep1_character_interaction_0001_valid_hostile_relation_trigger = yes
|
||||
OR = {
|
||||
NOT = { exists = scope:actor_nemesis }
|
||||
this != scope:actor_nemesis
|
||||
}
|
||||
}
|
||||
|
||||
scripted_effect ep1_character_interaction_0001_move_character_and_family_effect = {
|
||||
scope:recipient = {
|
||||
# Whatever else happens, just move them.
|
||||
scope:actor = { remove_courtier_or_guest = scope:recipient }
|
||||
$DESTINATION$ = { add_courtier = scope:recipient }
|
||||
# If they have any family, quietly send them along too.
|
||||
hidden_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
any_traveling_family_member = { }
|
||||
}
|
||||
every_traveling_family_member = {
|
||||
save_temporary_scope_as = family_to_shunt
|
||||
scope:actor = { remove_courtier_or_guest = scope:family_to_shunt }
|
||||
$DESTINATION$ = { add_courtier = scope:family_to_shunt }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Trick a guest into a debt & turn them into an agent.
|
||||
ep1_character_interaction.0001 = {
|
||||
type = character_event
|
||||
title = ep1_character_interaction.0001.t
|
||||
desc = {
|
||||
desc = ep1_character_interaction.0001.desc.intro
|
||||
first_valid = {
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:lustful }
|
||||
desc = ep1_character_interaction.0001.desc.lustful
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:chaste }
|
||||
desc = ep1_character_interaction.0001.desc.chaste
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:gluttonous }
|
||||
desc = ep1_character_interaction.0001.desc.gluttonous
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:temperate }
|
||||
desc = ep1_character_interaction.0001.desc.temperate
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:greedy }
|
||||
desc = ep1_character_interaction.0001.desc.greedy
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:generous }
|
||||
desc = ep1_character_interaction.0001.desc.generous
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:lazy }
|
||||
desc = ep1_character_interaction.0001.desc.lazy
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:diligent }
|
||||
desc = ep1_character_interaction.0001.desc.diligent
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:wrathful }
|
||||
desc = ep1_character_interaction.0001.desc.wrathful
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:calm }
|
||||
desc = ep1_character_interaction.0001.desc.calm
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:patient }
|
||||
desc = ep1_character_interaction.0001.desc.patient
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:impatient }
|
||||
desc = ep1_character_interaction.0001.desc.impatient
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:arrogant }
|
||||
desc = ep1_character_interaction.0001.desc.arrogant
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:humble }
|
||||
desc = ep1_character_interaction.0001.desc.humble
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:deceitful }
|
||||
desc = ep1_character_interaction.0001.desc.deceitful
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:honest }
|
||||
desc = ep1_character_interaction.0001.desc.honest
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:craven }
|
||||
desc = ep1_character_interaction.0001.desc.craven
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:brave }
|
||||
desc = ep1_character_interaction.0001.desc.brave
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:shy }
|
||||
desc = ep1_character_interaction.0001.desc.shy
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:gregarious }
|
||||
desc = ep1_character_interaction.0001.desc.gregarious
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:ambitious }
|
||||
desc = ep1_character_interaction.0001.desc.ambitious
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:content }
|
||||
desc = ep1_character_interaction.0001.desc.content
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:arbitrary }
|
||||
desc = ep1_character_interaction.0001.desc.arbitrary
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:just }
|
||||
desc = ep1_character_interaction.0001.desc.just
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:cynical }
|
||||
desc = ep1_character_interaction.0001.desc.cynical
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:zealous }
|
||||
desc = ep1_character_interaction.0001.desc.zealous
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:paranoid }
|
||||
desc = ep1_character_interaction.0001.desc.paranoid
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:trusting }
|
||||
desc = ep1_character_interaction.0001.desc.trusting
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:compassionate }
|
||||
desc = ep1_character_interaction.0001.desc.compassionate
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:callous }
|
||||
desc = ep1_character_interaction.0001.desc.callous
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:sadistic }
|
||||
desc = ep1_character_interaction.0001.desc.sadistic
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:stubborn }
|
||||
desc = ep1_character_interaction.0001.desc.stubborn
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:fickle }
|
||||
desc = ep1_character_interaction.0001.desc.fickle
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:vengeful }
|
||||
desc = ep1_character_interaction.0001.desc.vengeful
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:forgiving }
|
||||
desc = ep1_character_interaction.0001.desc.forgiving
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:fallback_1 }
|
||||
desc = ep1_character_interaction.0001.desc.fallback_1
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:fallback_2 }
|
||||
desc = ep1_character_interaction.0001.desc.fallback_2
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:fallback_3 }
|
||||
desc = ep1_character_interaction.0001.desc.fallback_3
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:fallback_4 }
|
||||
desc = ep1_character_interaction.0001.desc.fallback_4
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { scope:false_flag_type = flag:fallback_5 }
|
||||
desc = ep1_character_interaction.0001.desc.fallback_5
|
||||
}
|
||||
}
|
||||
desc = ep1_character_interaction.0001.desc.outro
|
||||
}
|
||||
theme = intrigue_skulduggery_focus
|
||||
left_portrait = {
|
||||
character = scope:actor
|
||||
animation = schadenfreude
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:recipient
|
||||
animation = fear
|
||||
}
|
||||
lower_center_portrait = scope:actor_nemesis
|
||||
lower_right_portrait = scope:actor_rival
|
||||
override_background = { reference = throne_room }
|
||||
|
||||
immediate = {
|
||||
# Apply the interaction's effects.
|
||||
indebt_guest_interaction_accepted_effect = yes
|
||||
# Roll the offending crime.
|
||||
## Percentages even throughout: we're not fussed about which result you roll.
|
||||
scope:recipient = {
|
||||
random_list = {
|
||||
# lustful
|
||||
100 = {
|
||||
trigger = { has_trait = lustful }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:lustful
|
||||
}
|
||||
}
|
||||
# chaste
|
||||
100 = {
|
||||
trigger = { has_trait = chaste }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:chaste
|
||||
}
|
||||
}
|
||||
# gluttonous
|
||||
100 = {
|
||||
trigger = { has_trait = gluttonous }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:gluttonous
|
||||
}
|
||||
}
|
||||
# temperate
|
||||
100 = {
|
||||
trigger = { has_trait = temperate }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:temperate
|
||||
}
|
||||
}
|
||||
# greedy
|
||||
100 = {
|
||||
trigger = { has_trait = greedy }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:greedy
|
||||
}
|
||||
}
|
||||
# generous
|
||||
100 = {
|
||||
trigger = { has_trait = generous }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:generous
|
||||
}
|
||||
}
|
||||
# lazy
|
||||
100 = {
|
||||
trigger = { has_trait = lazy }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:lazy
|
||||
}
|
||||
}
|
||||
# diligent
|
||||
100 = {
|
||||
trigger = { has_trait = diligent }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:diligent
|
||||
}
|
||||
}
|
||||
# wrathful
|
||||
100 = {
|
||||
trigger = { has_trait = wrathful }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:wrathful
|
||||
}
|
||||
}
|
||||
# calm
|
||||
100 = {
|
||||
trigger = { has_trait = calm }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:calm
|
||||
}
|
||||
}
|
||||
# patient
|
||||
100 = {
|
||||
trigger = { has_trait = patient }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:patient
|
||||
}
|
||||
}
|
||||
# impatient
|
||||
100 = {
|
||||
trigger = { has_trait = impatient }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:impatient
|
||||
}
|
||||
}
|
||||
# arrogant
|
||||
100 = {
|
||||
trigger = { has_trait = arrogant }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:arrogant
|
||||
}
|
||||
}
|
||||
# humble
|
||||
100 = {
|
||||
trigger = { has_trait = humble }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:humble
|
||||
}
|
||||
}
|
||||
# deceitful
|
||||
100 = {
|
||||
trigger = { has_trait = deceitful }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:deceitful
|
||||
}
|
||||
}
|
||||
# honest
|
||||
100 = {
|
||||
trigger = { has_trait = honest }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:honest
|
||||
}
|
||||
}
|
||||
# craven
|
||||
100 = {
|
||||
trigger = { has_trait = craven }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:craven
|
||||
}
|
||||
}
|
||||
# brave
|
||||
100 = {
|
||||
trigger = { has_trait = brave }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:brave
|
||||
}
|
||||
}
|
||||
# shy
|
||||
100 = {
|
||||
trigger = { has_trait = shy }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:shy
|
||||
}
|
||||
}
|
||||
# gregarious
|
||||
100 = {
|
||||
trigger = { has_trait = gregarious }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:gregarious
|
||||
}
|
||||
}
|
||||
# ambitious
|
||||
100 = {
|
||||
trigger = { has_trait = ambitious }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:ambitious
|
||||
}
|
||||
}
|
||||
# content
|
||||
100 = {
|
||||
trigger = { has_trait = content }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:content
|
||||
}
|
||||
}
|
||||
# arbitrary
|
||||
100 = {
|
||||
trigger = { has_trait = arbitrary }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:arbitrary
|
||||
}
|
||||
}
|
||||
# just
|
||||
100 = {
|
||||
trigger = { has_trait = just }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:just
|
||||
}
|
||||
}
|
||||
# cynical
|
||||
100 = {
|
||||
trigger = { has_trait = cynical }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:cynical
|
||||
}
|
||||
}
|
||||
# zealous
|
||||
100 = {
|
||||
trigger = { has_trait = zealous }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:zealous
|
||||
}
|
||||
}
|
||||
# paranoid
|
||||
100 = {
|
||||
trigger = { has_trait = paranoid }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:paranoid
|
||||
}
|
||||
}
|
||||
# trusting
|
||||
100 = {
|
||||
trigger = { has_trait = trusting }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:trusting
|
||||
}
|
||||
}
|
||||
# compassionate
|
||||
100 = {
|
||||
trigger = { has_trait = compassionate }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:compassionate
|
||||
}
|
||||
}
|
||||
# callous
|
||||
100 = {
|
||||
trigger = { has_trait = callous }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:callous
|
||||
}
|
||||
}
|
||||
# sadistic
|
||||
100 = {
|
||||
trigger = { has_trait = sadistic }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:sadistic
|
||||
}
|
||||
}
|
||||
# stubborn
|
||||
100 = {
|
||||
trigger = { has_trait = stubborn }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:stubborn
|
||||
}
|
||||
}
|
||||
# fickle
|
||||
100 = {
|
||||
trigger = { has_trait = fickle }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:fickle
|
||||
}
|
||||
}
|
||||
# vengeful
|
||||
100 = {
|
||||
trigger = { has_trait = vengeful }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:vengeful
|
||||
}
|
||||
}
|
||||
# forgiving
|
||||
100 = {
|
||||
trigger = { has_trait = forgiving }
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:forgiving
|
||||
}
|
||||
}
|
||||
# fallback_1
|
||||
100 = {
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:fallback_1
|
||||
}
|
||||
}
|
||||
# fallback_2
|
||||
100 = {
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:fallback_2
|
||||
}
|
||||
}
|
||||
# fallback_3
|
||||
100 = {
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:fallback_3
|
||||
}
|
||||
}
|
||||
# fallback_4
|
||||
100 = {
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:fallback_4
|
||||
}
|
||||
}
|
||||
# fallback_5
|
||||
100 = {
|
||||
save_scope_value_as = {
|
||||
name = false_flag_type
|
||||
value = flag:fallback_5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# Sort scopes for event options.
|
||||
scope:actor = {
|
||||
# If scope:actor has a nemesis, save them for loc.
|
||||
if = {
|
||||
limit = {
|
||||
any_relation = {
|
||||
type = nemesis
|
||||
count >= 1
|
||||
ep1_character_interaction_0001_valid_hostile_relation_trigger = yes
|
||||
}
|
||||
}
|
||||
random_relation = {
|
||||
type = nemesis
|
||||
limit = { ep1_character_interaction_0001_valid_hostile_relation_trigger = yes }
|
||||
save_scope_as = actor_nemesis
|
||||
}
|
||||
}
|
||||
# If scope:actor has any valid rivals, pick a random one for option B.
|
||||
if = {
|
||||
limit = {
|
||||
any_relation = {
|
||||
type = rival
|
||||
count >= 1
|
||||
ep1_character_interaction_0001_valid_rival_trigger = yes
|
||||
}
|
||||
}
|
||||
random_relation = {
|
||||
type = rival
|
||||
# Prefer rivals that are targets of hostile schemes.
|
||||
limit = {
|
||||
any_targeting_scheme = {
|
||||
scheme_owner = scope:actor
|
||||
is_hostile = yes
|
||||
}
|
||||
ep1_character_interaction_0001_valid_rival_trigger = yes
|
||||
}
|
||||
# Failing that, rivals who are targets of any schemes.
|
||||
alternative_limit = {
|
||||
any_targeting_scheme = {
|
||||
scheme_owner = scope:actor
|
||||
is_hostile = no
|
||||
}
|
||||
ep1_character_interaction_0001_valid_rival_trigger = yes
|
||||
}
|
||||
# Otherwise just any rando rival who could be schemed against.
|
||||
alternative_limit = { ep1_character_interaction_0001_valid_rival_trigger = yes }
|
||||
save_scope_as = actor_rival
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# *Cackling* Oh yes, [actor_nemesis.GetFirstName] will never see this coming!
|
||||
option = {
|
||||
name = ep1_character_interaction.0001.a
|
||||
trigger = { exists = scope:actor_nemesis }
|
||||
|
||||
# Quietly add scope:recipient as a courtier of scope:actor_nemesis.
|
||||
ep1_character_interaction_0001_move_character_and_family_effect = { DESTINATION = scope:actor_nemesis }
|
||||
|
||||
stress_impact = {
|
||||
patient = miniscule_stress_impact_loss
|
||||
vengeful = minor_stress_impact_loss
|
||||
impatient = medium_stress_impact_gain
|
||||
trusting = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
# If valid, this should always be the choice selected.
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
# Excellent! Now, you will deliver yourself to [actor_rival.GetFirstNamePossessive] court...
|
||||
option = {
|
||||
name = ep1_character_interaction.0001.b
|
||||
trigger = { exists = scope:actor_rival }
|
||||
|
||||
# Quietly add scope:recipient as a courtier of scope:actor_rival.
|
||||
ep1_character_interaction_0001_move_character_and_family_effect = { DESTINATION = scope:actor_rival }
|
||||
|
||||
stress_impact = {
|
||||
patient = miniscule_stress_impact_loss
|
||||
vengeful = minor_stress_impact_loss
|
||||
impatient = medium_stress_impact_gain
|
||||
trusting = major_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
# Never pick this option...
|
||||
base = 0
|
||||
# ... unless there's no nemesis, in which case it should be the default.
|
||||
modifier = {
|
||||
add = 100
|
||||
NOT = { exists = scope:actor_rival }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Now, begone till I have need of you.
|
||||
option = {
|
||||
name = ep1_character_interaction.0001.c
|
||||
|
||||
# Boot 'em out.
|
||||
hidden_effect = {
|
||||
scope:recipient = { select_and_move_to_pool_effect = yes }
|
||||
}
|
||||
show_as_tooltip = {
|
||||
remove_courtier_or_guest = scope:recipient
|
||||
}
|
||||
|
||||
stress_impact = {
|
||||
shy = minor_stress_impact_loss
|
||||
gregarious = minor_stress_impact_gain
|
||||
}
|
||||
ai_chance = {
|
||||
# AI should never be taking this without a nemesis, but if they do, it doesn't matter where they send scope:recipient.
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
|
||||
# Naturally, you will stay where I can keep an eye on you.
|
||||
option = {
|
||||
name = ep1_character_interaction.0001.d
|
||||
|
||||
# Status quo: no extra changes here.
|
||||
|
||||
# No stress impact necessary for the fallback option.
|
||||
ai_chance = {
|
||||
# AI should never be taking this without a nemesis, but if they do, it doesn't matter where they send scope:recipient.
|
||||
base = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,552 +0,0 @@
|
|||
namespace = court_position
|
||||
|
||||
################################
|
||||
# FLAVOR EVENTS
|
||||
# 1001 - 8999
|
||||
################################
|
||||
|
||||
|
||||
|
||||
#############################
|
||||
# MURDER SAVE EVENTS
|
||||
# 9001 - 9199
|
||||
# by Linnéa Thimrén
|
||||
#############################
|
||||
|
||||
###############
|
||||
# SAVED BY FOOD TASTER
|
||||
|
||||
# FOR MURDERER: Saved from poisoned food by food taster
|
||||
# by Linnéa Thimrén
|
||||
court_position.9001 = {
|
||||
type = character_event
|
||||
window = scheme_failed_event
|
||||
title = court_position.9001.t
|
||||
desc = {
|
||||
desc = court_position.9001.desc
|
||||
triggered_desc = {
|
||||
trigger = { exists = local_var:food_taster_dies }
|
||||
desc = court_position.9001.food_taster_dies
|
||||
}
|
||||
}
|
||||
theme = murder_scheme
|
||||
left_portrait = {
|
||||
character = scope:owner
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = fear
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
center_portrait = {
|
||||
character = scope:food_taster
|
||||
animation = poison
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:target
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = rage
|
||||
}
|
||||
animation = paranoia
|
||||
}
|
||||
override_background = { reference = feast }
|
||||
widget = {
|
||||
gui = "event_window_widget_scheme"
|
||||
container = "custom_widgets_container"
|
||||
}
|
||||
|
||||
trigger = {
|
||||
scope:target = {
|
||||
employs_court_position = food_taster_court_position
|
||||
any_court_position_holder = {
|
||||
type = food_taster_court_position
|
||||
foodtaster_will_actually_do_job_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
scope:target = {
|
||||
random_court_position_holder = {
|
||||
type = food_taster_court_position
|
||||
limit = { is_physically_able = yes }
|
||||
save_scope_as = food_taster
|
||||
}
|
||||
}
|
||||
murder_failure_effect = yes
|
||||
hidden_effect = {
|
||||
random = {
|
||||
chance = 75
|
||||
set_local_variable = {
|
||||
name = food_taster_dies
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = murder_save.0001.a
|
||||
scope:scheme = { end_scheme = yes }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = murder_save.0001.b
|
||||
restart_murder_scheme_effect = yes
|
||||
}
|
||||
|
||||
after = {
|
||||
# Fire the rest of the outcome.
|
||||
scope:target = { trigger_event = court_position.9002 }
|
||||
if = {
|
||||
limit = { exists = local_var:food_taster_dies }
|
||||
show_as_tooltip = {
|
||||
murder_interception_handle_extra_deaths_effect = {
|
||||
VICTIM = scope:food_taster
|
||||
REASON = death_poison
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# FOR TARGET: Food taster dies to poison
|
||||
court_position.9002 = {
|
||||
type = character_event
|
||||
window = scheme_target_event
|
||||
title = court_position.9001.t
|
||||
desc = {
|
||||
desc = court_position.9002.desc
|
||||
triggered_desc = {
|
||||
trigger = { exists = local_var:food_taster_dies }
|
||||
desc = court_position.9002.food_taster_dies
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
desc = court_position.9002.owner_discovered
|
||||
}
|
||||
}
|
||||
theme = murder_scheme
|
||||
left_portrait = {
|
||||
character = scope:target
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = rage
|
||||
}
|
||||
animation = paranoia
|
||||
}
|
||||
center_portrait = {
|
||||
character = scope:food_taster
|
||||
animation = poison
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:owner_to_reveal
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = fear
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
|
||||
immediate = {
|
||||
set_variable = {
|
||||
name = block_death_event_from
|
||||
value = scope:food_taster
|
||||
days = 3
|
||||
}
|
||||
# Handle the death of the food taster, if necessary
|
||||
if = {
|
||||
limit = { exists = local_var:food_taster_dies }
|
||||
murder_interception_handle_extra_deaths_effect = {
|
||||
VICTIM = scope:food_taster
|
||||
REASON = death_poison
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Who could do such a thing?
|
||||
option = {
|
||||
name = murder_save.1001.a
|
||||
trigger = {
|
||||
NOT = { exists = scope:scheme_discovered }
|
||||
}
|
||||
custom_tooltip = murder_save.failure_unknown_owner_tt
|
||||
}
|
||||
|
||||
# Vengeance!
|
||||
option = {
|
||||
name = murder_save.1001.b
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
custom_tooltip = murder_save.failure_known_owner_tt
|
||||
}
|
||||
|
||||
after = {
|
||||
add_character_modifier = {
|
||||
modifier = watchful_modifier
|
||||
days = watchful_modifier_duration
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
###############
|
||||
# SAVED BY CUP-BEARER
|
||||
|
||||
# FOR MURDERER: Saved from poisoned drink by cup-bearer
|
||||
# by Linnéa Thimrén
|
||||
court_position.9011 = {
|
||||
type = character_event
|
||||
window = scheme_failed_event
|
||||
title = court_position.9011.t
|
||||
desc = {
|
||||
desc = court_position.9011.desc
|
||||
triggered_desc = {
|
||||
trigger = { exists = local_var:cupbearer_dies }
|
||||
desc = court_position.9011.cupbearer_dies
|
||||
}
|
||||
}
|
||||
theme = murder_scheme
|
||||
left_portrait = {
|
||||
character = scope:owner
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = fear
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
center_portrait = {
|
||||
character = scope:food_taster
|
||||
animation = poison
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:target
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = rage
|
||||
}
|
||||
animation = paranoia
|
||||
}
|
||||
widget = {
|
||||
gui = "event_window_widget_scheme"
|
||||
container = "custom_widgets_container"
|
||||
}
|
||||
|
||||
trigger = {
|
||||
scope:target = {
|
||||
employs_court_position = cupbearer_court_position
|
||||
any_court_position_holder = {
|
||||
type = cupbearer_court_position
|
||||
cupbearer_will_actually_do_job_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
scope:target = {
|
||||
random_court_position_holder = {
|
||||
type = cupbearer_court_position
|
||||
limit = { is_physically_able = yes }
|
||||
save_scope_as = cupbearer
|
||||
}
|
||||
}
|
||||
murder_failure_effect = yes
|
||||
hidden_effect = {
|
||||
random = {
|
||||
chance = 75
|
||||
set_local_variable = {
|
||||
name = cupbearer_dies
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = murder_save.0001.a
|
||||
scope:scheme = { end_scheme = yes }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = murder_save.0001.b
|
||||
restart_murder_scheme_effect = yes
|
||||
}
|
||||
|
||||
after = {
|
||||
# Fire the rest of the outcome.
|
||||
scope:target = { trigger_event = court_position.9012 }
|
||||
if = {
|
||||
limit = { exists = local_var:cupbearer_dies }
|
||||
show_as_tooltip = {
|
||||
murder_interception_handle_extra_deaths_effect = {
|
||||
VICTIM = scope:cupbearer
|
||||
REASON = death_poison
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# FOR TARGET: Cup-bearer dies to poison
|
||||
court_position.9012 = {
|
||||
type = character_event
|
||||
window = scheme_target_event
|
||||
title = court_position.9011.t
|
||||
desc = {
|
||||
desc = court_position.9012.desc
|
||||
triggered_desc = {
|
||||
trigger = { exists = local_var:cupbearer_dies }
|
||||
desc = court_position.9012.cupbearer_dies
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
desc = court_position.9002.owner_discovered
|
||||
}
|
||||
}
|
||||
theme = murder_scheme
|
||||
left_portrait = {
|
||||
character = scope:target
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = rage
|
||||
}
|
||||
animation = paranoia
|
||||
}
|
||||
center_portrait = {
|
||||
character = scope:food_taster
|
||||
animation = poison
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:owner_to_reveal
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = fear
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
|
||||
immediate = {
|
||||
set_variable = {
|
||||
name = block_death_event_from
|
||||
value = scope:cupbearer
|
||||
days = 3
|
||||
}
|
||||
# Handle the death of the cupbearer, if necessary
|
||||
if = {
|
||||
limit = { exists = local_var:cupbearer_dies }
|
||||
murder_interception_handle_extra_deaths_effect = {
|
||||
VICTIM = scope:cupbearer
|
||||
REASON = death_poison
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Who could do such a thing?
|
||||
option = {
|
||||
name = murder_save.1001.a
|
||||
trigger = {
|
||||
NOT = { exists = scope:scheme_discovered }
|
||||
}
|
||||
custom_tooltip = murder_save.failure_unknown_owner_tt
|
||||
}
|
||||
|
||||
# Vengeance!
|
||||
option = {
|
||||
name = murder_save.1001.b
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
custom_tooltip = murder_save.failure_known_owner_tt
|
||||
}
|
||||
|
||||
after = {
|
||||
add_character_modifier = {
|
||||
modifier = watchful_modifier
|
||||
days = watchful_modifier_duration
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
###############
|
||||
# SAVED BY BODYGUARD
|
||||
|
||||
# FOR MURDERER: Saved from assassin by bodyguard
|
||||
# by Linnéa Thimrén
|
||||
court_position.9021 = {
|
||||
type = character_event
|
||||
window = scheme_failed_event
|
||||
title = court_position.9021.t
|
||||
desc = {
|
||||
desc = court_position.9021.desc
|
||||
triggered_desc = {
|
||||
trigger = { exists = local_var:bodyguard_dies }
|
||||
desc = court_position.9021.bodyguard_dies
|
||||
}
|
||||
}
|
||||
theme = murder_scheme
|
||||
left_portrait = {
|
||||
character = scope:owner
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = fear
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
center_portrait = {
|
||||
character = scope:bodyguard
|
||||
triggered_animation = {
|
||||
trigger = { is_alive = no }
|
||||
animation = map_fear
|
||||
}
|
||||
animation = random_weapon_aggressive
|
||||
camera = camera_event_center_pointing_left
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:target
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = rage
|
||||
}
|
||||
animation = paranoia
|
||||
}
|
||||
widget = {
|
||||
gui = "event_window_widget_scheme"
|
||||
container = "custom_widgets_container"
|
||||
}
|
||||
|
||||
trigger = {
|
||||
scope:target = {
|
||||
employs_court_position = bodyguard_court_position
|
||||
any_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
bodyguard_will_actually_do_job_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
scope:target = {
|
||||
random_court_position_holder = {
|
||||
type = bodyguard_court_position
|
||||
limit = { is_physically_able = yes }
|
||||
save_scope_as = bodyguard
|
||||
}
|
||||
}
|
||||
murder_failure_effect = yes
|
||||
hidden_effect = {
|
||||
random = {
|
||||
chance = 75
|
||||
set_local_variable = {
|
||||
name = bodyguard_dies
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = murder_save.0001.a
|
||||
scope:scheme = { end_scheme = yes }
|
||||
}
|
||||
|
||||
option = {
|
||||
name = murder_save.0001.b
|
||||
restart_murder_scheme_effect = yes
|
||||
}
|
||||
|
||||
after = {
|
||||
# Fire the rest of the outcome.
|
||||
scope:target = { trigger_event = court_position.9022 }
|
||||
if = {
|
||||
limit = { exists = local_var:bodyguard_dies }
|
||||
show_as_tooltip = {
|
||||
murder_interception_handle_extra_deaths_effect = {
|
||||
VICTIM = scope:bodyguard
|
||||
REASON = death_murder
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# FOR TARGET: Bodyguard dies to assassin
|
||||
court_position.9022 = {
|
||||
type = character_event
|
||||
window = scheme_target_event
|
||||
title = court_position.9021.t
|
||||
desc = {
|
||||
desc = court_position.9022.desc
|
||||
triggered_desc = {
|
||||
trigger = { exists = local_var:bodyguard_dies }
|
||||
desc = court_position.9022.bodyguard_dies
|
||||
}
|
||||
triggered_desc = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
desc = court_position.9002.owner_discovered
|
||||
}
|
||||
}
|
||||
theme = murder_scheme
|
||||
left_portrait = {
|
||||
character = scope:target
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = rage
|
||||
}
|
||||
animation = paranoia
|
||||
}
|
||||
center_portrait = {
|
||||
character = scope:bodyguard
|
||||
triggered_animation = {
|
||||
trigger = { is_alive = no }
|
||||
animation = map_fear
|
||||
}
|
||||
animation = random_weapon_aggressive
|
||||
}
|
||||
right_portrait = {
|
||||
character = scope:owner_to_reveal
|
||||
triggered_animation = {
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
animation = fear
|
||||
}
|
||||
animation = stress
|
||||
}
|
||||
|
||||
immediate = {
|
||||
set_variable = {
|
||||
name = block_death_event_from
|
||||
value = scope:bodyguard
|
||||
days = 3
|
||||
}
|
||||
# Handle the death of the bodyguard, if necessary
|
||||
if = {
|
||||
limit = { exists = local_var:bodyguard_dies }
|
||||
murder_interception_handle_extra_deaths_effect = {
|
||||
VICTIM = scope:bodyguard
|
||||
REASON = death_murder
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Who could do such a thing?
|
||||
option = {
|
||||
name = murder_save.1001.a
|
||||
trigger = {
|
||||
NOT = { exists = scope:scheme_discovered }
|
||||
}
|
||||
custom_tooltip = murder_save.failure_unknown_owner_tt
|
||||
}
|
||||
|
||||
# Vengeance!
|
||||
option = {
|
||||
name = murder_save.1001.b
|
||||
trigger = { exists = scope:scheme_discovered }
|
||||
custom_tooltip = murder_save.failure_known_owner_tt
|
||||
}
|
||||
|
||||
after = {
|
||||
add_character_modifier = {
|
||||
modifier = watchful_modifier
|
||||
days = watchful_modifier_duration
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1033,6 +1033,16 @@ scripted_trigger fund_inspiration_0031_title_based_option_trigger = {
|
|||
global_var:flag_created_siam_kingdom = root
|
||||
NOT = { exists = scope:book_topic_creation }
|
||||
}
|
||||
AND = {
|
||||
exists = global_var:flag_created_brunei_kingdom
|
||||
global_var:flag_created_brunei_kingdom = root
|
||||
NOT = { exists = scope:book_topic_creation }
|
||||
}
|
||||
AND = {
|
||||
exists = global_var:flag_created_brunei_empire
|
||||
global_var:flag_created_brunei_empire = root
|
||||
NOT = { exists = scope:book_topic_creation }
|
||||
}
|
||||
AND = {
|
||||
exists = global_var:flag_formed_rum_sultanate
|
||||
global_var:flag_formed_rum_sultanate = root
|
||||
|
|
@ -2382,7 +2392,7 @@ fund_inspiration.0031 = {
|
|||
if = {
|
||||
limit = {
|
||||
NOT = { is_witch_trigger = yes }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = root }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:witch FAITH = root.faith GENDER_CHARACTER = root }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -2489,19 +2499,19 @@ fund_inspiration.0031 = {
|
|||
add = -70
|
||||
exists = scope:lifestyle_option_witch
|
||||
NOT = { has_trait = witch }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = root }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:witch FAITH = root.faith GENDER_CHARACTER = root }
|
||||
}
|
||||
modifier = { # If it's hidden secrets it's rare that they write about it
|
||||
add = -70
|
||||
exists = scope:lifestyle_option_deviant
|
||||
NOT = { has_trait = deviant }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = root }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:deviant FAITH = root.faith GENDER_CHARACTER = root }
|
||||
}
|
||||
modifier = { # If it's hidden secrets it's rare that they write about it
|
||||
add = -70
|
||||
exists = scope:lifestyle_option_cannibal
|
||||
NOT = { has_trait = cannibal }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = root }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:cannibal FAITH = root.faith GENDER_CHARACTER = root }
|
||||
}
|
||||
modifier = { #However, the might if they're arrogant
|
||||
add = 50
|
||||
|
|
@ -3586,11 +3596,7 @@ fund_inspiration.0043 = {
|
|||
}
|
||||
NOR = {
|
||||
any_artifact = {
|
||||
trigger_if = {
|
||||
limit = { exists = var:banner_dynasty }
|
||||
var:banner_dynasty = root.dynasty
|
||||
}
|
||||
trigger_else = { always = no }
|
||||
var:banner_dynasty ?= root.dynasty
|
||||
OR = {
|
||||
artifact_owner = root
|
||||
artifact_owner = { in_diplomatic_range = root }
|
||||
|
|
@ -6811,15 +6817,15 @@ fund_inspiration.1031 = {
|
|||
OR = {
|
||||
AND = {
|
||||
scope:newly_created_artifact = { has_artifact_feature = book_subject_witch }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = root.faith GENDER_CHARACTER = root }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:witch FAITH = root.faith GENDER_CHARACTER = root }
|
||||
}
|
||||
AND = {
|
||||
scope:newly_created_artifact = { has_artifact_feature = book_subject_cannibal }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = root.faith GENDER_CHARACTER = root }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:cannibal FAITH = root.faith GENDER_CHARACTER = root }
|
||||
}
|
||||
AND = {
|
||||
scope:newly_created_artifact = { has_artifact_feature = book_subject_deviant }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = root.faith GENDER_CHARACTER = root }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:deviant FAITH = root.faith GENDER_CHARACTER = root }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -15002,7 +15008,7 @@ scripted_trigger fund_inspiration_3001_witch_topic_trigger = {
|
|||
exists = scope:inspiration_owner.var:book_subject
|
||||
scope:inspiration_owner.var:book_subject = flag:witch
|
||||
trait_is_shunned_or_criminal_in_faith_trigger = {
|
||||
TRAIT = witch
|
||||
TRAIT = trait:witch
|
||||
GENDER_CHARACTER = root
|
||||
FAITH = root.faith
|
||||
}
|
||||
|
|
@ -15011,7 +15017,7 @@ scripted_trigger fund_inspiration_3001_cannibal_topic_trigger = {
|
|||
exists = scope:inspiration_owner.var:book_subject
|
||||
scope:inspiration_owner.var:book_subject = flag:cannibal
|
||||
trait_is_criminal_in_faith_trigger = {
|
||||
TRAIT = cannibal
|
||||
TRAIT = trait:cannibal
|
||||
GENDER_CHARACTER = root
|
||||
FAITH = root.faith
|
||||
}
|
||||
|
|
@ -15020,7 +15026,7 @@ scripted_trigger fund_inspiration_3001_deviant_topic_trigger = {
|
|||
exists = scope:inspiration_owner.var:book_subject
|
||||
scope:inspiration_owner.var:book_subject = flag:deviant
|
||||
trait_is_shunned_or_criminal_in_faith_trigger = {
|
||||
TRAIT = deviant
|
||||
TRAIT = trait:deviant
|
||||
GENDER_CHARACTER = root
|
||||
FAITH = root.faith
|
||||
}
|
||||
|
|
@ -18427,8 +18433,8 @@ scripted_trigger homosexual_poet_trigger = {
|
|||
has_sexuality = bisexual
|
||||
}
|
||||
OR = {
|
||||
trait_is_shunned_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
|
||||
trait_is_shunned_in_faith_trigger = { TRAIT = trait:sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -18748,7 +18754,7 @@ fund_inspiration.6301 = {
|
|||
}
|
||||
triggered_desc = {
|
||||
trigger = {
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
|
||||
trait_is_criminal_in_faith_trigger = { TRAIT = trait:sodomite FAITH = root.faith GENDER_CHARACTER = scope:inspiration_owner }
|
||||
}
|
||||
desc = fund_inspiration.6301.crime_desc
|
||||
}
|
||||
|
|
@ -19898,7 +19904,7 @@ fund_inspiration.6513 = {
|
|||
if = {
|
||||
limit = {
|
||||
sex_same_as = scope:adventurer_lover
|
||||
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = sodomite GENDER_CHARACTER = scope:inspiration_owner }
|
||||
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = trait:sodomite GENDER_CHARACTER = scope:inspiration_owner }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -19919,7 +19925,7 @@ fund_inspiration.6513 = {
|
|||
if = {
|
||||
limit = {
|
||||
sex_same_as = scope:inspiration_owner
|
||||
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = sodomite GENDER_CHARACTER = scope:adventurer_lover }
|
||||
trait_is_shunned_or_criminal_in_my_or_lieges_faith_trigger = { TRAIT = trait:sodomite GENDER_CHARACTER = scope:adventurer_lover }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue