### DEPRECATED #story_cycle_house_feud = { # # on_setup = { # ### Scopes # save_scope_as = house_feud_story # } # # on_end = { # var:house_feud_house.house_head ?= { save_scope_as = house_feud_rival } # if = { # limit = { # NAND = { # exists = story_owner.var:house_feud_swapped_house # story_owner.var:house_feud_swapped_house = var:house_feud_house # } # } # house_feud_end_modifier_effect = yes # } # story_owner = { # save_scope_as = house_feud_ender # if = { # limit = { exists = scope:house_feud_rival } # create_character_memory = { # type = house_feud_ended_memory # participants = { # house_head = scope:house_feud_rival # } # } # } # house = { # set_variable = { # name = house_feud_cooldown # years = 25 # } # set_variable = { # name = house_feud_ended # years = 1 # } # hidden_effect = { # if = { # limit = { # any_house_member = { is_alive = yes } # } # every_house_member = { # limit = { is_alive = yes } # if = { # limit = { # exists = scope:house_feud_rival # scope:house_feud_rival = { is_alive = yes } # has_opinion_modifier = { # modifier = house_feud_opinion # target = scope:house_feud_rival # } # } # remove_opinion = { # modifier = house_feud_opinion # target = scope:house_feud_rival # } # } # } # } # } # } # } # # Inform target feud has ended # if = { # limit = { # exists = var:house_feud_house.house_head # var:house_feud_house.house_head = { is_alive = yes } # } # story_owner = { save_scope_as = house_feud_attacker } # var:house_feud_house.house_head = { # trigger_event = { # id = bp1_house_feud.0502 # days = 5 # } # } # } # } # # on_owner_death = { # # Transfer to heir # if = { # limit = { # exists = scope:story.var:house_feud_house.house_head # story_owner = { # is_playable_character = yes # exists = player_heir # } # } # var:house_feud_house.house_head = { save_scope_as = house_feud_rival } # story_owner = { # save_scope_as = old_house_head # player_heir = { save_scope_as = new_story_owner } # } # #transfer_house_feud_story_cycle_to_effect = { # # CHARACTER = scope:new_story_owner # # STORY = scope:story # #} # } # # Or destroy # else = { # scope:story = { end_story = yes } # } # } # # # Something happens - random events # effect_group = { # years = { 1 2 } # chance = 50 # # trigger = { # exists = var:house_feud_house.house_head # var:house_feud_house.house_head = { is_alive = yes } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # var:house_feud_house.house_head = { save_scope_as = house_feud_rival } # story_owner = { # trigger_event = { on_action = ongoing_house_feud_events } # } # } # } # } # # #Achieved claim # effect_group = { # days = 1 # # trigger = { # NOT = { has_variable = house_feud_revenged } # story_owner = { age >= 9 } # has_variable = house_feud_reason # var:house_feud_reason = flag:competing_claim # has_variable = house_feud_title # var:house_feud_title = { # exists = previous_holder.house # previous_holder.house = scope:story.var:house_feud_house_2_first_head.house # holder.house = scope:story.story_owner.house # } # } # # # } # # #Avenged death # effect_group = { # days = 1 # # trigger = { # NOT = { has_variable = house_feud_revenged } # story_owner = { age >= 9 } # has_variable = house_feud_reason # OR = { # var:house_feud_reason = flag:head_killed # var:house_feud_reason = flag:family_killed # } # has_variable = house_feud_attacker # var:house_feud_attacker = { # is_alive = no # exists = killer # killer.house = scope:story.story_owner.house # } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # var:house_feud_house.house_head = { save_scope_as = house_feud_rival } # var:house_feud_attacker = { save_scope_as = house_feud_attacker } # var:house_feud_victim = { save_scope_as = house_feud_victim } # set_variable = { # name = house_feud_revenged # value = scope:house_feud_rival.house # } # story_owner = { trigger_event = bp1_house_feud.7001 } # } # } # } # # #Count length of the feud # effect_group = { # years = 1 # # trigger = { exists = var:house_feud_length_counter } # # triggered_effect = { # trigger = { always = yes } # effect = { # change_variable = { # name = house_feud_length_counter # add = 1 # } # } # } # } # # #Out of diplo range # effect_group = { # days = 1 # # trigger = { # story_owner = { save_temporary_scope_as = story_owner_temp } # var:house_feud_house.house_head ?= { # is_alive = yes # NOT = { in_diplomatic_range = scope:story_owner_temp } # } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # var:house_feud_house.house_head = { save_scope_as = house_feud_rival } # end_story = yes # } # } # } # # #Wiped out # effect_group = { # days = 1 # # trigger = { # story_owner.age >= 9 # house_feud_wiped_out_trigger = yes # } # # triggered_effect = { # trigger = { always = yes } # effect = { # story_owner = { trigger_event = bp1_house_feud.0830 } # } # } # } # # #Not rival with house head # effect_group = { # months = { 1 2 } # # trigger = { # story_owner = { # age >= 9 # trigger_if = { # limit = { has_variable = house_feud_next_cooldown } # NOT = { var:house_feud_next_cooldown = scope:story.var:house_feud_house.house_head } # } # } # exists = var:house_feud_house.house_head # exists = var:house_feud_house_2_first_head # var:house_feud_house = var:house_feud_house_2_first_head.house # var:house_feud_house.house_head = { # is_alive = yes # age >= 9 # NOT = { has_relation_rival = scope:story.story_owner } # } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # var:house_feud_house.house_head = { save_scope_as = house_feud_rival } # story_owner = { trigger_event = bp1_house_feud.0840 } # } # } # } # # #Add opinion modifiers # effect_group = { # months = 6 # # trigger = { # var:house_feud_house.house_head ?= { save_temporary_scope_as = house_feud_head_temp } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # var:house_feud_house.house_head = { save_scope_as = house_feud_rival } # story_owner.house = { # every_house_member = { trigger_event = bp1_house_feud.0600 } # } # } # } # } # # # Target house can decide to reciprocate # effect_group = { # months = 6 # trigger = { # scope:story.var:house_feud_house.house_head ?= { # valid_for_feud_events_with_target_trigger = { TARGET = scope:story.story_owner } # trigger_if = { # limit = { has_variable = house_feud_reciprocate_cooldown } # NOT = { var:house_feud_reciprocate_cooldown = scope:story.story_owner.house } # } # } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # story_owner = { save_scope_as = house_feud_rival } # scope:story = { save_scope_as = other_house_feud_story } # scope:story.var:house_feud_house.house_head = { # random = { # chance = 50 # modifier = { # add = 25 # intrigue > scope:house_feud_rival.intrigue # } # modifier = { # add = 25 # has_relation_nemesis = scope:house_feud_rival # } # modifier = { # add = -25 # has_trait = trusting # } # trigger_event = bp1_house_feud.0500 # } # } # } # } # } # # #Murder inform # effect_group = { # months = 1 # # trigger = { # story_owner.house = { # any_house_member = { # opinion = { # target = scope:story.story_owner # value >= -25 # } # NOT = { # has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner } # } # any_secret = { # secret_type = secret_murder # secret_target = { # exists = house # house = scope:story.var:house_feud_house # } # NOT = { # any_secret_knower = { this = scope:story.story_owner } # } # } # } # } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # story_owner.house = { # random_house_member = { # limit = { # opinion = { # target = scope:story.story_owner # value >= -25 # } # NOT = { # has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner } # } # } # random_secret = { # limit = { # secret_type = secret_murder # secret_target = { # exists = house # house = scope:story.var:house_feud_house # } # NOT = { # any_secret_knower = { this = scope:story.story_owner } # } # } # reveal_to = scope:story.story_owner # } # } # } # } # } # } # # # Cuckoldry inform # effect_group = { # months = 1 # # trigger = { # story_owner.house = { # any_house_member = { # opinion = { # target = scope:story.story_owner # value >= -25 # } # NOT = { # has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner } # } # any_secret = { # secret_type = secret_lover # secret_target = { # exists = house # house = scope:story.var:house_feud_house # } # NOT = { # any_secret_knower = { this = scope:story.story_owner } # } # } # } # } # } # # triggered_effect = { # trigger = { always = yes } # effect = { # story_owner.house = { # random_house_member = { # limit = { # opinion = { # target = scope:story.story_owner # value >= -25 # } # NOT = { # has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:story.story_owner } # } # } # random_secret = { # limit = { # secret_type = secret_lover # secret_target = { # exists = house # house = scope:story.var:house_feud_house # } # NOT = { # any_secret_knower = { this = scope:story.story_owner } # } # } # reveal_to = scope:story.story_owner # } # } # } # } # } # } # # # Stop AI feuds from going too hard against players # effect_group = { # months = 1 # trigger = { always = yes } # # triggered_effect = { # trigger = { # story_owner = { is_ai = yes } # var:house_feud_house.house.house_head ?= { is_ai = no } # # House must be sufficiently large to support a Feud # var:house_feud_house.house = { # any_house_member = { # count < 5 # is_alive = yes # is_adult = yes # } # } # } # effect = { # story_owner = { save_scope_as = story_owner } # debug_log = "House Feud cancelled against player" # debug_log_scopes = yes # end_story = yes # } # } # } # # # Maintenance group # effect_group = { # months = 1 # trigger = { always = yes } # # triggered_effect = { # trigger = { # OR = { # NOT = { exists = var:house_feud_house } # NOT = { exists = var:house_feud_house_1_first_head } # NOT = { exists = var:house_feud_house_2_first_head } # NOT = { exists = var:house_feud_length_counter } # NOT = { exists = var:house_feud_death_counter } # NOT = { exists = var:house_feud_kill_counter } # NOT = { exists = var:house_feud_reason } # } # } # effect = { # # Variable is missing! Ending story prematurely. # story_owner = { save_scope_as = story_owner } # debug_log = "House Feud invalidated" # debug_log_scopes = yes # end_story = yes # } # } # } #}