namespace = court_position ################################ # FLAVOR EVENTS # 1001 - 8999 ################################ ############################# # MURDER SAVE EVENTS # 9001 - 9199 # by Linnéa Thimrén ############################# ############### # SAVED BY FOOD TASTER # FOR MURDERER: Saved from poisoned food by food taster # by Linnéa Thimrén court_position.9001 = { type = character_event window = scheme_failed_event title = court_position.9001.t desc = { desc = court_position.9001.desc triggered_desc = { trigger = { exists = local_var:food_taster_dies } desc = court_position.9001.food_taster_dies } } theme = murder_scheme left_portrait = { character = scope:owner triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = fear } animation = stress } center_portrait = { character = scope:food_taster animation = poison } right_portrait = { character = scope:target triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = rage } animation = paranoia } override_background = { reference = feast } widget = { gui = "event_window_widget_scheme" container = "custom_widgets_container" } trigger = { scope:target = { employs_court_position = food_taster_court_position any_court_position_holder = { type = food_taster_court_position foodtaster_will_actually_do_job_trigger = yes } } } immediate = { scope:target = { random_court_position_holder = { type = food_taster_court_position limit = { is_physically_able = yes } save_scope_as = food_taster } } murder_failure_effect = yes hidden_effect = { random = { chance = 75 set_local_variable = { name = food_taster_dies value = yes } } } } option = { name = murder_save.0001.a scope:scheme = { end_scheme = yes } } option = { name = murder_save.0001.b restart_murder_scheme_effect = yes } after = { # Fire the rest of the outcome. scope:target = { trigger_event = court_position.9002 } if = { limit = { exists = local_var:food_taster_dies } show_as_tooltip = { murder_interception_handle_extra_deaths_effect = { VICTIM = scope:food_taster REASON = death_poison } } } } } # FOR TARGET: Food taster dies to poison court_position.9002 = { type = character_event window = scheme_target_event title = court_position.9001.t desc = { desc = court_position.9002.desc triggered_desc = { trigger = { exists = local_var:food_taster_dies } desc = court_position.9002.food_taster_dies } triggered_desc = { trigger = { exists = scope:scheme_discovered } desc = court_position.9002.owner_discovered } } theme = murder_scheme left_portrait = { character = scope:target triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = rage } animation = paranoia } center_portrait = { character = scope:food_taster animation = poison } right_portrait = { character = scope:owner_to_reveal triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = fear } animation = stress } immediate = { set_variable = { name = block_death_event_from value = scope:food_taster days = 3 } # Handle the death of the food taster, if necessary if = { limit = { exists = local_var:food_taster_dies } murder_interception_handle_extra_deaths_effect = { VICTIM = scope:food_taster REASON = death_poison } } } # Who could do such a thing? option = { name = murder_save.1001.a trigger = { NOT = { exists = scope:scheme_discovered } } custom_tooltip = murder_save.failure_unknown_owner_tt } # Vengeance! option = { name = murder_save.1001.b trigger = { exists = scope:scheme_discovered } custom_tooltip = murder_save.failure_known_owner_tt } after = { add_character_modifier = { modifier = watchful_modifier days = watchful_modifier_duration } } } ############### # SAVED BY CUP-BEARER # FOR MURDERER: Saved from poisoned drink by cup-bearer # by Linnéa Thimrén court_position.9011 = { type = character_event window = scheme_failed_event title = court_position.9011.t desc = { desc = court_position.9011.desc triggered_desc = { trigger = { exists = local_var:cupbearer_dies } desc = court_position.9011.cupbearer_dies } } theme = murder_scheme left_portrait = { character = scope:owner triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = fear } animation = stress } center_portrait = { character = scope:food_taster animation = poison } right_portrait = { character = scope:target triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = rage } animation = paranoia } widget = { gui = "event_window_widget_scheme" container = "custom_widgets_container" } trigger = { scope:target = { employs_court_position = cupbearer_court_position any_court_position_holder = { type = cupbearer_court_position cupbearer_will_actually_do_job_trigger = yes } } } immediate = { scope:target = { random_court_position_holder = { type = cupbearer_court_position limit = { is_physically_able = yes } save_scope_as = cupbearer } } murder_failure_effect = yes hidden_effect = { random = { chance = 75 set_local_variable = { name = cupbearer_dies value = yes } } } } option = { name = murder_save.0001.a scope:scheme = { end_scheme = yes } } option = { name = murder_save.0001.b restart_murder_scheme_effect = yes } after = { # Fire the rest of the outcome. scope:target = { trigger_event = court_position.9012 } if = { limit = { exists = local_var:cupbearer_dies } show_as_tooltip = { murder_interception_handle_extra_deaths_effect = { VICTIM = scope:cupbearer REASON = death_poison } } } } } # FOR TARGET: Cup-bearer dies to poison court_position.9012 = { type = character_event window = scheme_target_event title = court_position.9011.t desc = { desc = court_position.9012.desc triggered_desc = { trigger = { exists = local_var:cupbearer_dies } desc = court_position.9012.cupbearer_dies } triggered_desc = { trigger = { exists = scope:scheme_discovered } desc = court_position.9002.owner_discovered } } theme = murder_scheme left_portrait = { character = scope:target triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = rage } animation = paranoia } center_portrait = { character = scope:food_taster animation = poison } right_portrait = { character = scope:owner_to_reveal triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = fear } animation = stress } immediate = { set_variable = { name = block_death_event_from value = scope:cupbearer days = 3 } # Handle the death of the cupbearer, if necessary if = { limit = { exists = local_var:cupbearer_dies } murder_interception_handle_extra_deaths_effect = { VICTIM = scope:cupbearer REASON = death_poison } } } # Who could do such a thing? option = { name = murder_save.1001.a trigger = { NOT = { exists = scope:scheme_discovered } } custom_tooltip = murder_save.failure_unknown_owner_tt } # Vengeance! option = { name = murder_save.1001.b trigger = { exists = scope:scheme_discovered } custom_tooltip = murder_save.failure_known_owner_tt } after = { add_character_modifier = { modifier = watchful_modifier days = watchful_modifier_duration } } } ############### # SAVED BY BODYGUARD # FOR MURDERER: Saved from assassin by bodyguard # by Linnéa Thimrén court_position.9021 = { type = character_event window = scheme_failed_event title = court_position.9021.t desc = { desc = court_position.9021.desc triggered_desc = { trigger = { exists = local_var:bodyguard_dies } desc = court_position.9021.bodyguard_dies } } theme = murder_scheme left_portrait = { character = scope:owner triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = fear } animation = stress } center_portrait = { character = scope:bodyguard triggered_animation = { trigger = { is_alive = no } animation = map_fear } animation = random_weapon_aggressive camera = camera_event_center_pointing_left } right_portrait = { character = scope:target triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = rage } animation = paranoia } widget = { gui = "event_window_widget_scheme" container = "custom_widgets_container" } trigger = { scope:target = { employs_court_position = bodyguard_court_position any_court_position_holder = { type = bodyguard_court_position bodyguard_will_actually_do_job_trigger = yes } } } immediate = { scope:target = { random_court_position_holder = { type = bodyguard_court_position limit = { is_physically_able = yes } save_scope_as = bodyguard } } murder_failure_effect = yes hidden_effect = { random = { chance = 75 set_local_variable = { name = bodyguard_dies value = yes } } } } option = { name = murder_save.0001.a scope:scheme = { end_scheme = yes } } option = { name = murder_save.0001.b restart_murder_scheme_effect = yes } after = { # Fire the rest of the outcome. scope:target = { trigger_event = court_position.9022 } if = { limit = { exists = local_var:bodyguard_dies } show_as_tooltip = { murder_interception_handle_extra_deaths_effect = { VICTIM = scope:bodyguard REASON = death_murder } } } } } # FOR TARGET: Bodyguard dies to assassin court_position.9022 = { type = character_event window = scheme_target_event title = court_position.9021.t desc = { desc = court_position.9022.desc triggered_desc = { trigger = { exists = local_var:bodyguard_dies } desc = court_position.9022.bodyguard_dies } triggered_desc = { trigger = { exists = scope:scheme_discovered } desc = court_position.9002.owner_discovered } } theme = murder_scheme left_portrait = { character = scope:target triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = rage } animation = paranoia } center_portrait = { character = scope:bodyguard triggered_animation = { trigger = { is_alive = no } animation = map_fear } animation = random_weapon_aggressive } right_portrait = { character = scope:owner_to_reveal triggered_animation = { trigger = { exists = scope:scheme_discovered } animation = fear } animation = stress } immediate = { set_variable = { name = block_death_event_from value = scope:bodyguard days = 3 } # Handle the death of the bodyguard, if necessary if = { limit = { exists = local_var:bodyguard_dies } murder_interception_handle_extra_deaths_effect = { VICTIM = scope:bodyguard REASON = death_murder } } } # Who could do such a thing? option = { name = murder_save.1001.a trigger = { NOT = { exists = scope:scheme_discovered } } custom_tooltip = murder_save.failure_unknown_owner_tt } # Vengeance! option = { name = murder_save.1001.b trigger = { exists = scope:scheme_discovered } custom_tooltip = murder_save.failure_known_owner_tt } after = { add_character_modifier = { modifier = watchful_modifier days = watchful_modifier_duration } } }