Cleaning things up
This commit is contained in:
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734d526ca9
commit
c3212dbcb9
17 changed files with 14364 additions and 142 deletions
1892
common/combat_phase_events/00_knight_phase_events.txt
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1892
common/combat_phase_events/00_knight_phase_events.txt
Normal file
File diff suppressed because it is too large
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@ -1106,13 +1106,13 @@ HeirMessageInterface = {
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NOT = { government_has_flag = government_is_theocracy }
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}
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}
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text = {
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localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_VARANGIAN
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trigger = {
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is_adult = yes
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has_trait = varangian
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}
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}
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# text = {
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# localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_VARANGIAN
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# trigger = {
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# is_adult = yes
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# has_trait = varangian
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# }
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# }
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text = {
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localization_key = SUCCESSION_EVENT_WINDOW_HEIR_TRAIT_LUNATIC
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trigger = {
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@ -1,100 +1,100 @@
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### Embrace Tengriism ###
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embrace_tengriism_decision = {
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picture = {
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reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
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}
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decision_group_type = nomad_minor
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desc = embrace_tengriism_decision_desc
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selection_tooltip = embrace_tengriism_decision_tooltip
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is_shown = {
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is_playable_character = yes
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government_has_flag = government_is_nomadic
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OR = {
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culture = { has_cultural_pillar = heritage_mongolic }
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culture = { has_cultural_pillar = heritage_turkic }
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domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
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domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
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}
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NOT = {
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faith = faith:tengri_pagan
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}
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#Cheaper to just switch to domicile's tengriism
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trigger_if = {
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limit = {
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exists = domicile.domicile_faith
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}
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NOT = { domicile.domicile_faith = faith:tengri_pagan }
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}
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}
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is_valid_showing_failures_only = {
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is_physically_able_adult = yes
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is_at_war = no
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custom_tooltip = {
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text = not_of_a_steppe_faith_tt
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NOT = {
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religion = religion:tengrism_religion
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}
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}
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}
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cost = {
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piety = {
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value = {
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add = major_piety_value
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if = { # Cost increases if you're reverting to pagan
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limit = {
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faith = {
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NOT = {
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has_doctrine_parameter = unreformed
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}
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}
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}
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multiply = 4
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}
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}
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}
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}
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effect = {
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root.domicile.domicile_culture = { save_scope_as = domicile_culture }
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set_character_faith = faith:tengri_pagan
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domicile = {
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set_domicile_faith = faith:tengri_pagan
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}
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every_held_title = {
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limit = {
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tier = tier_county
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is_landless_type_title = no
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culture = scope:domicile_culture
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}
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set_county_faith = faith:tengri_pagan
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}
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# Spouses convert
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every_spouse = {
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limit = {
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is_courtier_of = root
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NOT = { faith = root.faith }
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}
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add_to_list = spouses_and_family_to_convert
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}
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# Family at court also convert
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every_close_or_extended_family_member = {
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limit = {
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is_courtier_of = root
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NOT = { faith = root.faith }
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}
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add_to_list = spouses_and_family_to_convert
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}
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every_in_list = {
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list = spouses_and_family_to_convert
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set_character_faith = faith:tengri_pagan
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}
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}
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ai_check_interval = 0
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}
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#### Embrace Tengriism ###
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#embrace_tengriism_decision = {
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# picture = {
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# reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
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# }
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# decision_group_type = nomad_minor
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# desc = embrace_tengriism_decision_desc
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# selection_tooltip = embrace_tengriism_decision_tooltip
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#
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# is_shown = {
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# is_playable_character = yes
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# government_has_flag = government_is_nomadic
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# OR = {
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# culture = { has_cultural_pillar = heritage_mongolic }
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# culture = { has_cultural_pillar = heritage_turkic }
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# domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
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# domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
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# }
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# NOT = {
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# faith = faith:tengri_pagan
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# }
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# #Cheaper to just switch to domicile's tengriism
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# trigger_if = {
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# limit = {
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# exists = domicile.domicile_faith
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# }
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# NOT = { domicile.domicile_faith = faith:tengri_pagan }
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# }
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# }
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#
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# is_valid_showing_failures_only = {
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# is_physically_able_adult = yes
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# is_at_war = no
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# custom_tooltip = {
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# text = not_of_a_steppe_faith_tt
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# NOT = {
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# religion = religion:tengrism_religion
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# }
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# }
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# }
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#
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# cost = {
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# piety = {
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# value = {
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# add = major_piety_value
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# if = { # Cost increases if you're reverting to pagan
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# limit = {
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# faith = {
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# NOT = {
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# has_doctrine_parameter = unreformed
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# }
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# }
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# }
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# multiply = 4
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# }
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# }
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# }
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# }
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#
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# effect = {
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# root.domicile.domicile_culture = { save_scope_as = domicile_culture }
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# set_character_faith = faith:tengri_pagan
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# domicile = {
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# set_domicile_faith = faith:tengri_pagan
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# }
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# every_held_title = {
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# limit = {
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# tier = tier_county
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# is_landless_type_title = no
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# culture = scope:domicile_culture
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# }
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# set_county_faith = faith:tengri_pagan
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# }
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# # Spouses convert
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# every_spouse = {
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# limit = {
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# is_courtier_of = root
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# NOT = { faith = root.faith }
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# }
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# add_to_list = spouses_and_family_to_convert
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# }
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# # Family at court also convert
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# every_close_or_extended_family_member = {
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# limit = {
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# is_courtier_of = root
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# NOT = { faith = root.faith }
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# }
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# add_to_list = spouses_and_family_to_convert
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# }
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# every_in_list = {
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# list = spouses_and_family_to_convert
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# set_character_faith = faith:tengri_pagan
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# }
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# }
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#
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# ai_check_interval = 0
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#}
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### Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People ###
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proselytize_to_your_people_decision = {
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@ -4,7 +4,7 @@
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base = 1
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modifier = { # Reduces frequency for characters with non-matching cultures
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factor = 0.33
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religion = religion:germanic_religion
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religion = religion:folkgerman_religion
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NOT = {
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culture = { has_cultural_pillar = heritage_north_germanic }
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@ -353,9 +353,9 @@ pool_repopulate_martial = {
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}
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random_list = {
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65 = {}
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15 = {
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add_trait = varangian
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}
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# 15 = {
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# add_trait = varangian
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# }
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15 = {
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add_trait = berserker
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}
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@ -111,7 +111,7 @@ varangian_template = {
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}
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gender_female_chance = root_soldier_female_chance
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after_creation = {
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add_trait = varangian
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# add_trait = varangian
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add_trait = tourney_participant
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add_trait_xp = {
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trait = tourney_participant
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@ -1861,10 +1861,10 @@ generate_religion_descent_effect = {
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}
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else_if = {
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limit = {
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$RELIGION$ = religion:germanic_religion
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$RELIGION$ = religion:folkgerman_religion
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}
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generate_godly_descent_seed_support_effect = {
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FAITH = germanic
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FAITH = folkgerman
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GOD = $GOD$
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}
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}
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@ -364,12 +364,6 @@ can_have_single_heir_dynasty_house_trigger = {
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OR = {
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this = culture:czech
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this = culture:NEOW_slovak
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any_parent_culture_or_above = {
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this = culture:czech
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}
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any_parent_culture_or_above = {
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this = culture:NEOW_slovak
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}
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NOT = { has_innovation = innovation_heraldry }
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}
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}
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@ -277,7 +277,7 @@ gruesome_sacrifices_grand_blot_can_continue_trigger = {
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}
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fp1_valid_norse_faith_for_jomsvikings_trigger = {
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religion = religion:germanic_religion
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religion = religion:folkgerman_religion
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has_doctrine_parameter = unreformed
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}
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@ -176,7 +176,7 @@ mpo_important_beheaded_warrior_trigger = {
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mpo_keep_prisoners_heads_trigger = {
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OR = {
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faith.religion = faith:tengri_pagan.religion
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# faith.religion = faith:tengri_pagan.religion
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has_trait = greatest_of_khans
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has_trait = nomadic_philosophy
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}
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@ -744,7 +744,7 @@ mpo_valid_widow_marrier_trigger = {
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culture = {
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has_cultural_pillar = heritage_turkic
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}
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faith.religion = faith:tengri_pagan.religion
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# faith.religion = faith:tengri_pagan.religion
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}
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#Can have multiple wives or concubines
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faith = {
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505
common/story_cycles/story_cycle_house_feud.txt
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505
common/story_cycles/story_cycle_house_feud.txt
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@ -0,0 +1,505 @@
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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 }
|
||||
# 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
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#}
|
||||
Loading…
Add table
Add a link
Reference in a new issue