unfucking the mod
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719
events/dlc/ep1/ep1_character_interaction_events.txt
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719
events/dlc/ep1/ep1_character_interaction_events.txt
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namespace = ep1_character_interaction
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##################################################
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#
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# Character Interaction Events
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#
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# 0001 - 0010 Indebt Guest
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##################################################
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##################################################
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# CHARACTER INTERACTION EVENTS
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##################################################
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# A Sensible Recompense
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# by Ewan Cowhig Croft
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# 0001 - 0010
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##################################################
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scripted_trigger ep1_character_interaction_0001_valid_hostile_relation_trigger = {
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# Must be at a court of some kind *other* than your own.
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exists = host
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scope:actor != host
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# And not in scope:actor's prison.
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NOR = {
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imprisoner ?= scope:actor
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}
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# Double check that this'd be an appropriate court to send a plant.
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save_temporary_scope_as = current_target
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scope:actor = {
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OR = {
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# Either you've got a scheme on the go...
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any_scheme = {
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hostile_scheme_trigger = yes
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scheme_target_character = scope:current_target
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}
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# ... or you could start one.
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can_start_hostile_scheme_against_trigger = { TARGET = scope:current_target}
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}
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}
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}
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scripted_trigger ep1_character_interaction_0001_valid_rival_trigger = {
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ep1_character_interaction_0001_valid_hostile_relation_trigger = yes
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OR = {
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NOT = { exists = scope:actor_nemesis }
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this != scope:actor_nemesis
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}
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}
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scripted_effect ep1_character_interaction_0001_move_character_and_family_effect = {
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scope:recipient = {
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# Whatever else happens, just move them.
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scope:actor = { remove_courtier_or_guest = scope:recipient }
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$DESTINATION$ = { add_courtier = scope:recipient }
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# If they have any family, quietly send them along too.
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hidden_effect = {
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if = {
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limit = {
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any_traveling_family_member = { }
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}
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every_traveling_family_member = {
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save_temporary_scope_as = family_to_shunt
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scope:actor = { remove_courtier_or_guest = scope:family_to_shunt }
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$DESTINATION$ = { add_courtier = scope:family_to_shunt }
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}
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}
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}
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}
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}
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# Trick a guest into a debt & turn them into an agent.
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ep1_character_interaction.0001 = {
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type = character_event
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title = ep1_character_interaction.0001.t
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desc = {
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desc = ep1_character_interaction.0001.desc.intro
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first_valid = {
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:lustful }
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desc = ep1_character_interaction.0001.desc.lustful
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:chaste }
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desc = ep1_character_interaction.0001.desc.chaste
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:gluttonous }
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desc = ep1_character_interaction.0001.desc.gluttonous
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:temperate }
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desc = ep1_character_interaction.0001.desc.temperate
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:greedy }
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desc = ep1_character_interaction.0001.desc.greedy
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:generous }
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desc = ep1_character_interaction.0001.desc.generous
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:lazy }
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desc = ep1_character_interaction.0001.desc.lazy
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:diligent }
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desc = ep1_character_interaction.0001.desc.diligent
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:wrathful }
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desc = ep1_character_interaction.0001.desc.wrathful
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:calm }
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desc = ep1_character_interaction.0001.desc.calm
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:patient }
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desc = ep1_character_interaction.0001.desc.patient
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:impatient }
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desc = ep1_character_interaction.0001.desc.impatient
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:arrogant }
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desc = ep1_character_interaction.0001.desc.arrogant
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:humble }
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desc = ep1_character_interaction.0001.desc.humble
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:deceitful }
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desc = ep1_character_interaction.0001.desc.deceitful
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:honest }
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desc = ep1_character_interaction.0001.desc.honest
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:craven }
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desc = ep1_character_interaction.0001.desc.craven
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:brave }
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desc = ep1_character_interaction.0001.desc.brave
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:shy }
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desc = ep1_character_interaction.0001.desc.shy
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:gregarious }
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desc = ep1_character_interaction.0001.desc.gregarious
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:ambitious }
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desc = ep1_character_interaction.0001.desc.ambitious
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:content }
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desc = ep1_character_interaction.0001.desc.content
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:arbitrary }
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desc = ep1_character_interaction.0001.desc.arbitrary
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:just }
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desc = ep1_character_interaction.0001.desc.just
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:cynical }
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desc = ep1_character_interaction.0001.desc.cynical
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:zealous }
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desc = ep1_character_interaction.0001.desc.zealous
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:paranoid }
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desc = ep1_character_interaction.0001.desc.paranoid
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:trusting }
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desc = ep1_character_interaction.0001.desc.trusting
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:compassionate }
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desc = ep1_character_interaction.0001.desc.compassionate
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:callous }
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desc = ep1_character_interaction.0001.desc.callous
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:sadistic }
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desc = ep1_character_interaction.0001.desc.sadistic
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:stubborn }
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desc = ep1_character_interaction.0001.desc.stubborn
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:fickle }
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desc = ep1_character_interaction.0001.desc.fickle
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:vengeful }
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desc = ep1_character_interaction.0001.desc.vengeful
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:forgiving }
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desc = ep1_character_interaction.0001.desc.forgiving
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:fallback_1 }
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desc = ep1_character_interaction.0001.desc.fallback_1
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:fallback_2 }
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desc = ep1_character_interaction.0001.desc.fallback_2
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:fallback_3 }
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desc = ep1_character_interaction.0001.desc.fallback_3
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:fallback_4 }
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desc = ep1_character_interaction.0001.desc.fallback_4
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}
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triggered_desc = {
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trigger = { scope:false_flag_type = flag:fallback_5 }
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desc = ep1_character_interaction.0001.desc.fallback_5
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}
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}
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desc = ep1_character_interaction.0001.desc.outro
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}
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theme = intrigue_skulduggery_focus
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left_portrait = {
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character = scope:actor
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animation = schadenfreude
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}
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right_portrait = {
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character = scope:recipient
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animation = fear
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}
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lower_center_portrait = scope:actor_nemesis
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lower_right_portrait = scope:actor_rival
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override_background = { reference = throne_room }
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immediate = {
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# Apply the interaction's effects.
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indebt_guest_interaction_accepted_effect = yes
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# Roll the offending crime.
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## Percentages even throughout: we're not fussed about which result you roll.
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scope:recipient = {
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random_list = {
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# lustful
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100 = {
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trigger = { has_trait = lustful }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:lustful
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}
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}
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# chaste
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100 = {
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trigger = { has_trait = chaste }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:chaste
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}
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}
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# gluttonous
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100 = {
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trigger = { has_trait = gluttonous }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:gluttonous
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}
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}
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# temperate
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100 = {
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trigger = { has_trait = temperate }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:temperate
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}
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}
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# greedy
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100 = {
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trigger = { has_trait = greedy }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:greedy
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}
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}
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# generous
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100 = {
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trigger = { has_trait = generous }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:generous
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}
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}
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# lazy
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100 = {
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trigger = { has_trait = lazy }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:lazy
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}
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}
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# diligent
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100 = {
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trigger = { has_trait = diligent }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:diligent
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}
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}
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# wrathful
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100 = {
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trigger = { has_trait = wrathful }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:wrathful
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}
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}
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# calm
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100 = {
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trigger = { has_trait = calm }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:calm
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}
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}
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# patient
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100 = {
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trigger = { has_trait = patient }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:patient
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}
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}
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# impatient
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100 = {
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trigger = { has_trait = impatient }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:impatient
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}
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}
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# arrogant
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100 = {
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trigger = { has_trait = arrogant }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:arrogant
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}
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}
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# humble
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100 = {
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trigger = { has_trait = humble }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:humble
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}
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}
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# deceitful
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100 = {
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trigger = { has_trait = deceitful }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:deceitful
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}
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}
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# honest
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100 = {
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trigger = { has_trait = honest }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:honest
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}
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}
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# craven
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100 = {
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trigger = { has_trait = craven }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:craven
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}
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}
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# brave
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100 = {
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trigger = { has_trait = brave }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:brave
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}
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}
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# shy
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100 = {
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trigger = { has_trait = shy }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:shy
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}
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}
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# gregarious
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100 = {
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trigger = { has_trait = gregarious }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:gregarious
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}
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}
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# ambitious
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100 = {
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trigger = { has_trait = ambitious }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:ambitious
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}
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}
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# content
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100 = {
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trigger = { has_trait = content }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:content
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}
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}
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# arbitrary
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100 = {
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trigger = { has_trait = arbitrary }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:arbitrary
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}
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}
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# just
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100 = {
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trigger = { has_trait = just }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:just
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}
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}
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# cynical
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100 = {
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trigger = { has_trait = cynical }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:cynical
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}
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}
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# zealous
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100 = {
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trigger = { has_trait = zealous }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:zealous
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}
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}
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# paranoid
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100 = {
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trigger = { has_trait = paranoid }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:paranoid
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}
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}
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# trusting
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100 = {
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trigger = { has_trait = trusting }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:trusting
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}
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}
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# compassionate
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100 = {
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trigger = { has_trait = compassionate }
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save_scope_value_as = {
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name = false_flag_type
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value = flag:compassionate
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}
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}
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# callous
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100 = {
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trigger = { has_trait = callous }
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save_scope_value_as = {
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name = false_flag_type
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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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue