### Apply some impact to the relation between two houses. # debug_impact_house_relation_interaction = { category = interaction_debug_tgp desc = debug_impact_house_relation_interaction_desc use_diplomatic_range = no ignores_pending_interaction_block = yes icon = debug_chars common_interaction = yes is_shown = { debug_only = yes exists = scope:recipient.house scope:recipient.house ?= { NOT = { this = scope:actor.house } } } is_valid_showing_failures_only = { house_relation_is_valid_to_start_trigger = { HOUSE = scope:actor.house OTHER_HOUSE = scope:recipient.house } } send_option = { localization = debug_impact_house_relation_for_the_significantly_better flag = impact_for_the_significantly_better } send_option = { localization = debug_impact_house_relation_for_the_noticeably_better flag = impact_for_the_noticeably_better } send_option = { localization = debug_impact_house_relation_for_the_slightly_better flag = impact_for_the_slightly_better } send_option = { localization = debug_impact_house_relation_by_setting_to_neutral flag = set_to_neutral } send_option = { localization = debug_impact_house_relation_for_the_slightly_worse flag = impact_for_the_slightly_worse } send_option = { localization = debug_impact_house_relation_for_the_noticeably_worse flag = impact_for_the_noticeably_worse } send_option = { localization = debug_impact_house_relation_for_the_significantly_worse flag = impact_for_the_significantly_worse } send_option = { localization = debug_impact_house_relation_by_clearing_it flag = clear_relation is_valid = { scope:actor.house = { has_house_relation_with = scope:recipient.house } } } send_option = { localization = debug_impact_house_relation_by_starting_a_feud flag = start_feud is_shown = { has_bp1_dlc_trigger = yes } is_valid = { custom_tooltip = { text = action_in_debt_click NOT = { house_has_feud_relation_with_trigger = { TARGET = scope:recipient } } } } } can_send = { house_relation_is_valid_to_start_trigger = { HOUSE = scope:actor.house OTHER_HOUSE = scope:recipient.house } } on_accept = { if = { limit = { scope:clear_relation = yes } scope:actor.house = { random_house_relation = { limit = { any_relation_house = { scope:recipient.house = this } } clear_house_relation = yes } } } else_if = { limit = { scope:set_to_neutral = yes } scope:actor.house = { set_house_relation = { target = scope:recipient.house description = debug_impact_house_relation_change_description } } } else_if = { limit = { scope:start_feud = yes } house_feud_start_effect = { # Feuding House Head ACTOR = scope:actor # Target House Head TARGET = scope:recipient # Feud Reason REASON = head_cuckolded # House Member attacker if relevant ATTACKER = scope:actor # House Member victim if relevant VICTIM = scope:recipient } } else = { scope:recipient = { scope:actor.house = { impact_house_relation = { target = scope:recipient.house steps = { value = 0 if = { limit = { scope:impact_for_the_significantly_better = yes} add = 3 } if = { limit = { scope:impact_for_the_noticeably_better = yes } add = 1 } if = { limit = { scope:impact_for_the_slightly_better = yes } add = 0.3 } if = { limit = { scope:impact_for_the_slightly_worse = yes } add = -0.3 } if = { limit = { scope:impact_for_the_noticeably_worse = yes } add = -1 } if = { limit = { scope:impact_for_the_significantly_worse = yes } add = -3 } } description = debug_impact_house_relation_change_description } } } } } auto_accept = yes } debug_spawn_natural_disaster = { category = interaction_debug_tgp use_diplomatic_range = no ignores_pending_interaction_block = yes common_interaction = yes icon = debug_bad auto_accept = yes is_shown = { debug_only = yes scope:recipient ?= { is_landed = yes highest_held_title_tier >= tier_county } } send_option = { flag = sub_realm_earthquake localization = debug_sub_realm_earthquake } send_option = { flag = random_earthquake localization = debug_random_earthquake } send_option = { flag = sub_realm_flood localization = debug_sub_realm_flood is_valid = { custom_tooltip = { text = debug_sub_realm_flood_tt scope:recipient = { any_sub_realm_county = { title_province = { geographical_region = global_flood_region } NOT = { any_county_situation = { situation_type = natural_disaster_flood } } } } } } } send_option = { flag = random_flood localization = debug_random_flood } on_accept = { hidden_effect = { scope:recipient = { switch = { trigger = yes scope:sub_realm_earthquake = { scope:recipient = { random_sub_realm_county = { limit = { save_temporary_scope_as = county_temp NOT = { any_in_global_list = { variable = ongoing_earthquakes var:epicenter_county ?= scope:county_temp.kingdom } } } spawn_earthquake_in_county_effect = { COUNTY = this } } } } scope:random_earthquake = { trigger_event = natural_disaster.9901 } scope:sub_realm_flood = { scope:recipient = { random_sub_realm_county = { limit = { title_province = { geographical_region = global_flood_region } NOT = { any_county_situation = { situation_type = natural_disaster_flood } } } spawn_flood_in_county_effect = { COUNTY = this } } } } scope:random_flood = { trigger_event = natural_disaster.9902 } } } } } } debug_change_bloc_cohesion = { category = interaction_debug_tgp use_diplomatic_range = no ignores_pending_interaction_block = yes common_interaction = yes icon = icon_leave_bloc auto_accept = yes is_shown = { debug_only = yes scope:recipient.house.house_confederation ?= { has_cohesion = yes } } send_option = { flag = max localization = Max } send_option = { flag = improve localization = debug_improve_block_cohesion } send_option = { flag = damage localization = debug_damage_block_cohesion } send_option = { flag = destroy localization = DESTROY_ACCOLADE } on_accept = { scope:recipient.house.house_confederation = { switch = { trigger = yes scope:max = { change_cohesion = 100 } scope:improve = { change_cohesion = 20 } scope:damage = { change_cohesion = -20 } scope:destroy = { change_cohesion = -100 } } } } }