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