N3OW/N3OW/events/dlc/bp1/bp1_house_feud.txt
2025-12-05 22:36:07 +00:00

5461 lines
124 KiB
Text

namespace = bp1_house_feud
##############################
##############################
######## START EVENTS ########
##############################
##############################
# bp1_house_feud.0001 - existing House Head rivalry
# bp1_house_feud.0002 - existing close family rivalry
# bp1_house_feud.0003 - close family killed by another house (yearly)
# bp1_house_feud.0004 - old House Head rivalry inherited
# bp1_house_feud.0005 - close family killed by another house (on reveal)
# bp1_house_feud.0006 - competing claims with another house
# bp1_house_feud.0007 - house head imprisoned for a while
# bp1_house_feud.0008 - close family imprisoned for a while
# bp1_house_feud.0009 - previous house head killed by another
# bp1_house_feud.0010 - house head tortured/blinded/castrated
# bp1_house_feud.0011 - close family tortured/blinded/castrated
# bp1_house_feud.0012 - house head cuckolded (yearly)
# bp1_house_feud.0013 - house head cuckolded (on reveal)
# bp1_house_feud.0014 - close family cuckolded (on reveal)
# House Head has rival of another house
bp1_house_feud.0001 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0001.t
desc = {
desc = bp1_house_feud.0001.desc
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = bedchamber }
left_portrait = {
character = root
animation = boredom
outfit_tags = { nightgown }
}
lower_right_portrait = scope:house_feud_rival
trigger = {
# Someone to feud with
any_relation = {
type = rival
save_temporary_scope_as = house_feud_victim_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
}
}
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
any_relation = {
type = nemesis
save_temporary_scope_as = house_feud_victim_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
}
}
}
modifier = {
factor = 2
any_relation = {
type = rival
primary_title.tier = root.primary_title.tier
save_temporary_scope_as = house_feud_victim_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
}
}
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
immediate = {
play_music_cue = "mx_cue_negative"
random_relation = {
type = rival
limit = {
save_temporary_scope_as = house_feud_victim_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
}
}
weight = {
base = 1
modifier = {
factor = 1000
has_relation_nemesis = root
}
modifier = {
factor = 2
primary_title.tier = root.primary_title.tier
}
}
save_scope_as = house_feud_rival
}
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = { # Start Feud
name = bp1_house_feud.0001.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = head_rivalry
# House Member attacker if relevant
ATTACKER = scope:house_feud_rival
# House Member victim if relevant
VICTIM = root
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = { # Remain rivals
name = bp1_house_feud.0001.b
house_feud_forgiving_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
}
# House Head's close family has a rival of another house
bp1_house_feud.0002 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0002.t
desc = {
desc = bp1_house_feud.0002.desc
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = corridor_day }
left_portrait = {
character = root
}
right_portrait = {
character = scope:house_feud_victim
animation = worry
}
lower_center_portrait = scope:house_feud_attacker
lower_right_portrait = scope:house_feud_rival
trigger = {
# Someone to feud with
any_close_family_member = {
house_feud_member_trigger = yes
any_relation = {
type = rival
save_temporary_scope_as = family_rival_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
}
}
}
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
any_close_family_member = {
house_feud_member_trigger = yes
any_relation = {
type = nemesis
save_temporary_scope_as = family_rival_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
}
}
}
}
modifier = {
factor = 2
any_close_family_member = {
house_feud_member_trigger = yes
any_relation = {
type = rival
house.house_head.primary_title.tier ?= root.primary_title.tier
save_temporary_scope_as = family_rival_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
}
}
}
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
immediate = {
play_music_cue = "mx_cue_negative"
set_local_venomous_creature_effect = yes
random_close_family_member = {
limit = {
house_feud_member_trigger = yes
any_relation = {
type = rival
save_temporary_scope_as = family_rival_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
}
}
}
save_scope_as = house_feud_victim
random_relation = {
type = rival
limit = {
save_temporary_scope_as = family_rival_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
}
}
weight = {
base = 1
modifier = {
factor = 10
has_relation_nemesis = scope:house_feud_victim
}
modifier = {
factor = 2
primary_title.tier = root.primary_title.tier
}
}
house_feud_save_head_and_attacker_effect = yes
}
}
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0002.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_attacker
# Feud Reason
REASON = family_rivalry
# House Member attacker if relevant
ATTACKER = scope:house_feud_attacker
# House Member victim if relevant
VICTIM = scope:house_feud_victim
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_feud_opinion
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = bp1_house_feud.0002.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
involved_character = scope:house_feud_victim
reason = rival_house_feud_close_relative
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_rival_opinion
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0002.b
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0002.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_ignored_opinion
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# House Head's close family was killed by another house (yearly)
bp1_house_feud.0003 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0003.t
desc = {
desc = bp1_house_feud.0003.desc
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = courtyard }
left_portrait = {
character = root
animation = anger
}
lower_left_portrait = scope:house_feud_victim
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 5 }
trigger = {
# Someone to feud with
house ?= {
any_house_member = {
only_if_dead = yes
exists = killer
save_temporary_scope_as = house_feud_victim_temp
killer = {
any_secret = {
type = secret_murder
secret_target = scope:house_feud_victim_temp
is_known_by = root
}
}
}
}
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp.killer }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
house ?= {
any_house_member = {
only_if_dead = yes
exists = killer
save_temporary_scope_as = house_feud_victim_temp
killer = {
any_secret = {
type = secret_murder
secret_target = scope:house_feud_victim_temp
is_known_by = root
}
}
}
}
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp.killer }
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
immediate = {
play_music_cue = "mx_cue_negative"
house = {
random_house_member = {
only_if_dead = yes
limit = {
exists = killer
save_temporary_scope_as = house_feud_victim_temp
killer = {
any_secret = {
type = secret_murder
secret_target = scope:house_feud_victim_temp
is_known_by = root
}
}
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp.killer }
}
}
save_scope_as = house_feud_victim
killer = { house_feud_save_head_and_attacker_effect = yes }
}
}
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0003.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_attacker
# Feud Reason
REASON = family_killed
# House Member attacker if relevant
ATTACKER = scope:house_feud_attacker
# House Member victim if relevant
VICTIM = scope:house_feud_victim
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = bp1_house_feud.0003.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_vengeance
involved_character = scope:house_feud_victim
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0003.b
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0003.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# Inheriting House Head considers rivals of predecessor
bp1_house_feud.0004 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0004.t
desc = {
desc = bp1_house_feud.0004.desc
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = worry
}
lower_left_portrait = scope:old_house_head
lower_right_portrait = scope:house_feud_rival
trigger = {
# Someone to feud with
any_in_list = {
list = old_house_head_rivals
NOR = {
is_close_family_of = root
has_any_good_relationship_with_character_trigger = { CHARACTER = root }
}
save_temporary_scope_as = old_rival_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:old_rival_temp }
}
}
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
random_in_list = {
list = old_house_head_rivals
limit = {
NOR = {
is_close_family_of = root
has_any_good_relationship_with_character_trigger = { CHARACTER = root }
}
save_temporary_scope_as = old_rival_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:old_rival_temp }
}
}
weight = {
modifier = {
factor = 10
exists = scope:old_house_head.killer.house
this = scope:old_house_head.killer
}
modifier = {
factor = 10
has_relation_rival = root
}
modifier = {
factor = 100
has_relation_nemesis = root
}
modifier = {
factor = 10
exists = var:dead_nemesis
var:dead_nemesis = scope:old_house_head
}
}
save_scope_as = house_feud_rival
}
scope:old_house_head = { save_scope_as = house_feud_victim }
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0004.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = inherited_rivalry
# House Member attacker if relevant
ATTACKER = scope:house_feud_rival
# House Member victim if relevant
VICTIM = scope:old_house_head
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = bp1_house_feud.0004.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_rival }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_rival }
}
set_relation_rival = {
target = scope:house_feud_rival
reason = rival_house_feud_leadership
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0004.b
trigger = { has_relation_rival = scope:house_feud_rival }
}
name = {
text = bp1_house_feud.0005.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_rival }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# House Head's close family was killed by another house (on reveal)
bp1_house_feud.0005 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0005.t
desc = {
desc = bp1_house_feud.0005.desc
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = anger
}
lower_left_portrait = scope:house_feud_victim
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 5 }
trigger = {
# Is valid feuder
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_rival }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0005.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = family_killed
# House Member attacker if relevant
ATTACKER = scope:house_feud_attacker
# House Member victim if relevant
VICTIM = scope:house_feud_victim
}
if = {
limit = {
scope:house_feud_rival = {
any_secret = {
type = secret_murder
is_known_by = root
save_temporary_scope_as = murder_secret_to_reveal
}
}
}
scope:murder_secret_to_reveal = {
expose_secret = root
}
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
modifier = {
factor = 1.25
culture = {
has_cultural_parameter = house_hostility_more_common
}
}
}
}
option = {
name = bp1_house_feud.0005.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_vengeance
involved_character = scope:house_feud_victim
}
if = {
limit = {
scope:house_feud_rival = {
any_secret = {
type = secret_murder
is_known_by = root
save_temporary_scope_as = murder_secret_to_reveal
}
}
}
scope:murder_secret_to_reveal = {
expose_secret = root
}
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0005.c.rival
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0005.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
scripted_trigger house_feud_competing_claims_trigger = {
save_temporary_scope_as = house_feud_claim_temp
root = { has_strong_claim_on = scope:house_feud_claim_temp }
tier >= root.primary_title.tier
holder ?= {
NOT = { is_at_war_with = root }
}
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_claim_temp.holder }
}
}
# Strong claims on land of another House
bp1_house_feud.0006 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0006.t
desc = {
desc = bp1_house_feud.0006.desc
first_valid = {
triggered_desc = {
trigger = { scope:house_feud_claim.tier > root.primary_title.tier }
desc = bp1_house_feud.0006.higher
}
triggered_desc = {
trigger = { scope:house_feud_claim.tier = root.primary_title.tier }
desc = bp1_house_feud.0006.same
}
desc = bp1_house_feud.0006.multi
}
triggered_desc = {
trigger = { exists = scope:house_feud_previous }
desc = bp1_house_feud.0006.previous
}
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = bp1_bonfire }
left_portrait = {
character = root
animation = eyeroll
}
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 2 }
trigger = {
# Has claims on lands held by other House
any_claim = { house_feud_competing_claims_trigger = yes }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
weight_multiplier = {
base = 1
# Weight up for multiple claims
modifier = {
factor = 2
any_claim = {
house_feud_competing_claims_trigger = yes
holder = {
any_held_title = {
count >= 3
any_claimant = { this = root }
}
}
}
}
# Weight up for neighboring claims
modifier = {
factor = 2
any_claim = {
house_feud_competing_claims_trigger = yes
holder = { character_is_realm_neighbor = root }
}
}
# Weight up for previously held by House
modifier = {
factor = 2
any_claim = {
house_feud_competing_claims_trigger = yes
exists = previous_holder.house
previous_holder.house = root.house
}
}
# Weight up for rival claimant
modifier = {
factor = 2
any_claim = {
house_feud_competing_claims_trigger = yes
holder = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
}
}
# Weight down for Humble/Content
modifier = {
factor = 0.5
OR = {
has_trait = humble
has_trait = content
}
}
modifier = {
factor = 1.25
culture = {
has_cultural_parameter = house_hostility_more_common
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
random_claim = {
limit = { house_feud_competing_claims_trigger = yes }
weight = {
# Weight up for multiple claims
modifier = {
factor = 2
holder = {
any_held_title = {
count >= 3
any_claimant = { this = root }
}
}
}
# Weight up for neighboring claims
modifier = {
factor = 2
holder = { character_is_realm_neighbor = root }
}
# Weight up for previously held by House
modifier = {
factor = 2
previous_holder.house ?= root.house
}
# Weight up for previously held by House
modifier = {
factor = 2
holder = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
}
}
holder = {
save_scope_as = house_feud_rival
ordered_held_title = {
limit = {
save_temporary_scope_as = house_feud_claim_temp
root = { has_strong_claim_on = scope:house_feud_claim_temp }
tier >= root.primary_title.tier
}
order_by = tier
save_scope_as = house_feud_claim
if = {
limit = { previous_holder.house ?= root.house }
previous_holder = { save_scope_as = house_feud_previous }
}
}
}
}
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0006.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = competing_claim
# House Member attacker if relevant
ATTACKER = scope:house_feud_rival
# House Member victim if relevant
VICTIM = root
}
stress_impact = { content = medium_stress_impact_gain }
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = bp1_house_feud.0006.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_rival }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_rival }
}
set_relation_rival = {
target = scope:house_feud_rival
reason = rival_house_feud_land
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = bp1_house_feud.0006.c
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# Imprisoned for a while
bp1_house_feud.0007 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0007.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
imprisoner = { has_government = landless_adventurer_government }
}
desc = bp1_house_feud.0007.camp
}
triggered_desc = {
trigger = { is_in_prison_type = house_arrest }
desc = bp1_house_feud.0007.house_arrest
}
desc = bp1_house_feud.0007.dungeon
}
desc = bp1_house_feud.0007.desc
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = {
trigger = { is_in_prison_type = house_arrest }
reference = sitting_room
}
override_background = {
trigger = { is_in_prison_type = dungeon }
reference = dungeon
}
left_portrait = {
character = root
triggered_animation = {
trigger = { is_in_prison_type = house_arrest }
animation = prisonhouse
}
triggered_outfit = {
trigger = { is_in_prison_type = dungeon }
outfit_tags = { beggar_rags }
}
}
lower_right_portrait = scope:house_feud_rival
trigger = {
#Standard checks
is_alive = yes
is_imprisoned = yes
# Imprisoned for a while
NOT = { is_at_war_with = imprisoner }
time_in_prison = { weeks >= 2 }
valid_for_feud_events_with_target_trigger = { TARGET = imprisoner }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
time_in_prison = { years >= 2 }
}
modifier = {
factor = 2
is_in_prison_type = dungeon
}
modifier = {
factor = 1.25
culture = {
has_cultural_parameter = house_hostility_more_common
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
imprisoner = { house_feud_save_head_and_attacker_effect = yes }
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0007.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = head_imprisoned
# House Member attacker if relevant
ATTACKER = scope:house_feud_rival
# House Member victim if relevant
VICTIM = root
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = bp1_house_feud.0007.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_imprisonment
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0007.b
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0007.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
scripted_trigger house_feud_close_family_prison_trigger = {
house = root.house
NOT = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
is_imprisoned = yes
time_in_prison = { months >= 6 }
imprisoner = {
NOT = { is_at_war_with = root }
}
save_temporary_scope_as = close_family_temp
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:close_family_temp.imprisoner }
}
}
# Close family imprisoned for a while
bp1_house_feud.0008 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0008.t
desc = {
desc = bp1_house_feud.0008.desc
first_valid = {
triggered_desc = {
trigger = {
scope:house_feud_victim.imprisoner = { has_government = landless_adventurer_government }
}
desc = bp1_house_feud.0008.camp
}
triggered_desc = {
trigger = {
scope:house_feud_victim = { is_in_prison_type = house_arrest }
}
desc = bp1_house_feud.0008.house_arrest
}
desc = bp1_house_feud.0008.dungeon
}
desc = bp1_house_feud.0008.closing
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = bp1_kitchen_western }
left_portrait = {
character = root
animation = anger
}
lower_left_portrait = scope:house_feud_victim
lower_right_portrait = scope:house_feud_rival
trigger = {
# Close family member imprisoned
any_close_family_member = { house_feud_close_family_prison_trigger = yes }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
any_close_family_member = {
house_feud_close_family_prison_trigger = yes
time_in_prison = { years >= 2 }
}
}
modifier = {
factor = 2
any_close_family_member = {
house_feud_close_family_prison_trigger = yes
is_in_prison_type = dungeon
}
}
modifier = {
factor = 1.25
culture = {
has_cultural_parameter = house_hostility_more_common
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
random_close_family_member = {
limit = { house_feud_close_family_prison_trigger = yes }
weight = {
base = 10
modifier = {
add = 10
time_in_prison = { years >= 2 }
}
modifier = {
add = 10
is_in_prison_type = dungeon
}
}
save_scope_as = house_feud_victim
imprisoner = { house_feud_save_head_and_attacker_effect = yes }
}
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0008.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = family_imprisoned
# House Member attacker if relevant
ATTACKER = scope:house_feud_rival
# House Member victim if relevant
VICTIM = scope:house_feud_victim
}
if = {
limit = {
scope:house_feud_victim = { is_ai = yes }
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_feud_opinion
}
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = bp1_house_feud.0008.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_imprisonment
}
if = {
limit = {
scope:house_feud_victim = { is_ai = yes }
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_rival_opinion
}
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0008.b
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0008.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
if = {
limit = {
scope:house_feud_victim = { is_ai = yes }
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_ignored_opinion
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# House Head killed by another house (inheritor)
bp1_house_feud.0009 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0009.t
desc = {
first_valid = {
triggered_desc = {
trigger = { has_character_flag = house_feud_too_young_heir }
desc = bp1_house_feud.0009.child
}
desc = bp1_house_feud.0009.adult
}
first_valid = {
triggered_desc = {
trigger = {
scope:house_feud_rival = {
house_has_feud_relation_with_trigger = { TARGET = root }
}
}
desc = bp1_house_feud.0009.reciprocate
}
desc = bp1_house_feud.0009.new
}
desc = bp1_house_feud.0009.closing
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = terrain }
left_portrait = {
character = root
animation = anger
}
lower_left_portrait = scope:old_house_head
lower_right_portrait = scope:house_feud_rival
trigger = {
# Is valid feuder
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_rival }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0009.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = head_killed
# House Member attacker if relevant
ATTACKER = scope:old_house_head.killer
# House Member victim if relevant
VICTIM = scope:old_house_head
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
}
option = {
name = bp1_house_feud.0009.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_death_of_house_head_vengeance
involved_character = scope:old_house_head
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = {
text = bp1_house_feud.0009.b
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0009.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
after = {
# Clear up flags
if = {
limit = { has_character_flag = house_feud_too_young_heir }
remove_character_flag = house_feud_too_young_heir
}
}
}
scripted_effect house_feud_torture_flag_cleanup_effect = {
if = {
limit = { has_character_flag = house_feud_castration_flag }
remove_character_flag = house_feud_castration_flag
}
else_if = {
limit = { has_character_flag = house_feud_blinding_flag }
remove_character_flag = house_feud_blinding_flag
}
}
# House head tortured/blinded/castrated
bp1_house_feud.0010 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0010.t
desc = {
first_valid = {
triggered_desc = {
trigger = { has_character_flag = house_feud_blinding_flag }
desc = bp1_house_feud.0010.blinding
}
triggered_desc = {
trigger = { has_character_flag = house_feud_castration_flag }
desc = bp1_house_feud.0010.castration
}
desc = bp1_house_feud.0010.torture
}
first_valid = {
triggered_desc = {
trigger = { is_in_prison_type = house_arrest }
desc = bp1_house_feud.0010.house_arrest
}
triggered_desc = {
trigger = { is_in_prison_type = dungeon }
desc = bp1_house_feud.0010.dungeon
}
desc = bp1_house_feud.0010.free
}
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = {
trigger = { is_in_prison_type = house_arrest }
reference = sitting_room
}
left_portrait = {
character = root
triggered_animation = {
trigger = { is_in_prison_type = house_arrest }
animation = prisonhouse
}
}
lower_right_portrait = scope:house_feud_rival
trigger = {
# Is valid feuder
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_rival }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0010.a
trigger = {
house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
}
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = head_tortured
# House Member attacker if relevant
ATTACKER = scope:house_feud_rival
# House Member victim if relevant
VICTIM = root
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
}
#option = { # Swap feud
# name = bp1_house_feud.0501.b
# trigger = {
# exists = scope:house_feud_existing
# NOT = { exists = var:house_feud_swapped_house }
# }
# house_feud_swap_feud_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_attacker
# # Feud Reason
# REASON = head_tortured
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_attacker
# # House Member victim if relevant
# VICTIM = root
# }
# stress_impact = {
# just = medium_stress_impact_gain
# forgiving = medium_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_honor = -0.5
# ai_boldness = 1
# ai_vengefulness = 1
# }
# }
#}
option = {
name = bp1_house_feud.0010.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
if = {
limit = { has_character_flag = house_feud_blinding_flag }
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_house_head_blinded
}
}
else_if = {
limit = { has_character_flag = house_feud_castration_flag }
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_house_head_castrated
}
}
else = {
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_house_head_tortured
}
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0010.c
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0010.d
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
ai_compassion = 0.5
}
}
}
after = { house_feud_torture_flag_cleanup_effect = yes }
}
# Close family tortured/blinded/castrated
bp1_house_feud.0011 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0011.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:house_feud_victim = { has_character_flag = house_feud_blinding_flag }
}
desc = bp1_house_feud.0011.blinding
}
triggered_desc = {
trigger = {
scope:house_feud_victim = { has_character_flag = house_feud_castration_flag }
}
desc = bp1_house_feud.0011.castration
}
desc = bp1_house_feud.0011.torture
}
first_valid = {
triggered_desc = {
trigger = {
scope:house_feud_attacker = { has_government = landless_adventurer_government }
}
desc = bp1_house_feud.0011.camp
}
triggered_desc = {
trigger = {
scope:house_feud_victim = { is_in_prison_type = house_arrest }
}
desc = bp1_house_feud.0011.house_arrest
}
triggered_desc = {
trigger = {
scope:house_feud_victim = { is_in_prison_type = dungeon }
}
desc = bp1_house_feud.0011.dungeon
}
desc = bp1_house_feud.0011.free
}
desc = bp1_house_feud.0011.closing
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = worry
}
lower_left_portrait = scope:house_feud_victim
lower_right_portrait = scope:house_feud_rival
trigger = {
# Is valid feuder
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_rival }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0011.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = family_tortured
# House Member attacker if relevant
ATTACKER = scope:house_feud_rival
# House Member victim if relevant
VICTIM = scope:house_feud_victim
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_feud_opinion
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
}
option = {
name = bp1_house_feud.0011.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
if = {
limit = {
scope:house_feud_victim = { has_character_flag = house_feud_blinding_flag }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_blinding
involved_character = scope:house_feud_victim
}
}
else_if = {
limit = {
scope:house_feud_victim = { has_character_flag = house_feud_castration_flag }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_castrated
involved_character = scope:house_feud_victim
}
}
else = {
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_torture
involved_character = scope:house_feud_victim
}
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_rival_opinion
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0011.b
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0011.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_ignored_opinion
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
ai_compassion = 0.5
}
}
}
after = {
scope:house_feud_victim = { house_feud_torture_flag_cleanup_effect = yes }
}
}
# House Head cuckolded (yearly)
bp1_house_feud.0012 = {
type = character_event
content_source = dlc_006
title = {
first_valid = {
triggered_desc = {
trigger = { is_female = yes }
desc = bp1_house_feud.0012.t.female
}
desc = bp1_house_feud.0012.t
}
}
desc = {
desc = bp1_house_feud.0012.desc
first_valid = {
triggered_desc = {
trigger = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:house_feud_victim }
}
desc = bp1_house_feud.0012.bad
}
desc = bp1_house_feud.0012.good
}
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = rage
}
lower_left_portrait = scope:house_feud_spouse
lower_right_portrait = scope:house_feud_attacker
cooldown = { years = 10 }
trigger = {
# Someone to feud with
any_spouse = {
any_targeting_secret = {
secret_type = secret_lover
is_known_by = root
secret_owner = { save_temporary_scope_as = cuckolder_temp }
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:cuckolder_temp }
NOT = {
house_has_feud_relation_with_trigger = { TARGET = scope:cuckolder_temp }
}
}
}
}
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
any_spouse = {
any_targeting_secret = {
secret_type = secret_lover
is_known_by = root
secret_owner = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
save_temporary_scope_as = cuckolder_temp
}
}
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:cuckolder_temp }
NOT = {
house_has_feud_relation_with_trigger = { TARGET = scope:cuckolder_temp }
}
}
}
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
immediate = {
play_music_cue = "mx_cue_negative"
save_scope_as = house_feud_victim
random_spouse = {
limit = {
any_targeting_secret = {
secret_type = secret_lover
is_known_by = root
secret_owner = { save_temporary_scope_as = cuckolder_temp }
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:cuckolder_temp }
NOT = {
house_has_feud_relation_with_trigger = { TARGET = scope:cuckolder_temp }
}
}
}
}
weight = {
modifier = {
factor = 10
this = root.primary_spouse
}
}
save_scope_as = house_feud_spouse
random_targeting_secret = {
limit = {
secret_type = secret_lover
is_known_by = root
secret_owner = { save_temporary_scope_as = cuckolder_temp }
root = {
valid_for_feud_events_with_target_trigger = { TARGET = scope:cuckolder_temp }
NOT = {
house_has_feud_relation_with_trigger = { TARGET = scope:cuckolder_temp }
}
}
}
secret_owner = { house_feud_save_head_and_attacker_effect = yes }
}
}
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0012.a
trigger = {
NOT = {
house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
}
}
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = head_cuckolded
# House Member attacker if relevant
ATTACKER = scope:house_feud_attacker
# House Member victim if relevant
VICTIM = root
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
#option = { # Swap feud
# name = bp1_house_feud.0501.b
# trigger = {
# exists = scope:house_feud_existing
# NOT = { exists = var:house_feud_swapped_house }
# }
# house_feud_swap_feud_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_attacker
# # Feud Reason
# REASON = head_cuckolded
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_attacker
# # House Member victim if relevant
# VICTIM = root
# }
# stress_impact = {
# just = medium_stress_impact_gain
# forgiving = medium_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_honor = -0.5
# ai_boldness = 1
# ai_vengefulness = 1
# }
# }
#}
option = {
name = bp1_house_feud.0012.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_cuckold
involved_character = scope:house_feud_spouse
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0012.c
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0012.d
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# House Head cuckolded (on reveal)
bp1_house_feud.0013 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0013.t
desc = {
desc = bp1_house_feud.0013.desc
first_valid = {
triggered_desc = {
trigger = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:house_feud_victim }
}
desc = bp1_house_feud.0012.bad
}
desc = bp1_house_feud.0012.good
}
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = relaxing_room }
left_portrait = {
character = root
animation = anger
}
lower_left_portrait = scope:house_feud_spouse
lower_right_portrait = scope:house_feud_attacker
cooldown = { years = 5 }
trigger = {
# Is valid feuders
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_rival }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0013.a
trigger = {
NOT = {
house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
}
}
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = head_cuckolded
# House Member attacker if relevant
ATTACKER = scope:house_feud_attacker
# House Member victim if relevant
VICTIM = root
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
}
#option = { # Swap feud
# name = bp1_house_feud.0501.b
# trigger = {
# exists = scope:house_feud_existing
# NOT = { exists = var:house_feud_swapped_house }
# }
# house_feud_swap_feud_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_attacker
# # Feud Reason
# REASON = head_cuckolded
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_attacker
# # House Member victim if relevant
# VICTIM = root
# }
# stress_impact = {
# just = medium_stress_impact_gain
# forgiving = medium_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_honor = -0.5
# ai_boldness = 1
# ai_vengefulness = 1
# }
# }
#}
option = {
name = bp1_house_feud.0013.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_cuckold
involved_character = scope:house_feud_spouse
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0013.c
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0013.d
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# Close family of House Head cuckolded (on reveal)
bp1_house_feud.0014 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0014.t
desc = {
desc = bp1_house_feud.0014.desc
triggered_desc = {
trigger = { exists = scope:relation.var:house_feud_reason }
desc = bp1_house_feud.0001.target
}
}
theme = rival_relation
override_background = { reference = bp1_wine_cellar }
left_portrait = {
character = root
animation = worry
}
right_portrait = {
character = scope:house_feud_victim
animation = rage
}
lower_left_portrait = scope:house_feud_spouse
lower_right_portrait = scope:house_feud_attacker
cooldown = { years = 5 }
trigger = {
# Is valid feuder
valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_attacker }
NOT = {
house = {
any_house_relation = { has_variable = house_feud_cooldown }
}
}
}
immediate = {
play_music_cue = "mx_cue_negative"
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
}
option = {
name = bp1_house_feud.0014.a
house_feud_start_effect = {
# Feuding House Head
ACTOR = root
# Target House Head
TARGET = scope:house_feud_rival
# Feud Reason
REASON = family_cuckolded
# House Member attacker if relevant
ATTACKER = scope:house_feud_attacker
# House Member victim if relevant
VICTIM = scope:house_feud_victim
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_feud_opinion
}
# Stress effects in scripted_effect
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
modifier = {
factor = 1.25
culture = { has_cultural_parameter = house_hostility_more_common }
}
}
}
option = {
name = bp1_house_feud.0014.b
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
}
set_relation_rival = {
target = scope:house_feud_attacker
reason = rival_house_feud_cuckold_family
involved_character = scope:house_feud_victim
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_rival_opinion
}
stress_impact = {
forgiving = minor_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
}
}
}
option = {
name = {
text = bp1_house_feud.0014.b
trigger = { has_relation_rival = scope:house_feud_attacker }
}
name = {
text = bp1_house_feud.0014.c
trigger = {
NOT = { has_relation_rival = scope:house_feud_attacker }
}
}
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_ignored_opinion
}
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
##############################
##############################
####### ONGOING EVENTS #######
##############################
##############################
# bp1_house_feud.0100 - feud house is higher rank
# bp1_house_feud.0110 - feud house is lower rank
# bp1_house_feud.0200 - losing feud, start scheme
# bp1_house_feud.0210 - more deaths and recent one
# bp1_house_feud.0220 - more kills
# bp1_house_feud.0300 - long running feud
# bp1_house_feud.0410 - house members pleading to stop feud
# bp1_house_feud.0420 - liege tries to be a peacemaker
# Jealous of higher rank
bp1_house_feud.0100 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0100.t
desc = bp1_house_feud.0100.desc
theme = rival_relation
left_portrait = {
character = root
animation = worry
}
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 25 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
# Other house is higher overall rank
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head = {
OR = {
highest_held_title_tier > root.highest_held_title_tier
AND = {
is_ruler = yes
root = { is_ruler = no }
}
}
save_temporary_scope_as = other_head_temp
}
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
tier_difference = {
target = scope:other_head_temp
value <= -2
}
}
modifier = {
factor = 2
OR = {
has_trait = content
has_trait = humble
}
}
}
immediate = {
house ?= {
random_house_relation = {
limit = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head = {
OR = {
highest_held_title_tier > root.highest_held_title_tier
AND = {
is_ruler = yes
root = { is_ruler = no }
}
}
save_temporary_scope_as = house_feud_rival_temp
}
}
}
save_scope_as = relation
}
scope:house_feud_rival_temp = { save_scope_as = house_feud_rival }
}
scope:relation = {
if = {
limit = {
NOT = { exists = var:house_feud_victim }
}
set_variable = { name = house_feud_victim value = scope:house_feud_rival }
}
}
}
option = {
name = bp1_house_feud.0100.a
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_damage_minor_value
REASON = lower_tier
CHAR = root
TARGET_CHAR = scope:house_feud_rival
TITLE = scope:dummy_gender
}
}
stress_impact = {
base = minor_stress_impact_gain
humble = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
content = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = {
name = bp1_house_feud.0100.b
add_prestige = medium_prestige_loss
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
stress_impact = {
base = minor_stress_impact_loss
arrogant = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
# Scorning lower rank
bp1_house_feud.0110 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0110.t
desc = bp1_house_feud.0110.desc
theme = rival_relation
override_background = { reference = garden }
left_portrait = {
character = root
animation = worry
}
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 25 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
# Other house is lower overall rank
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head = {
OR = {
highest_held_title_tier < root.highest_held_title_tier
is_ruler = no
}
save_temporary_scope_as = other_head_temp
}
}
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 2
OR = {
scope:other_head_temp = { is_landed = no }
tier_difference = {
target = scope:other_head_temp
value >= 2
}
}
}
modifier = {
factor = 2
NOR = {
has_trait = arrogant
has_trait = ambitious
}
}
}
immediate = {
house ?= {
random_house_relation = {
limit = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head = {
OR = {
highest_held_title_tier < root.highest_held_title_tier
is_ruler = no
}
save_temporary_scope_as = house_feud_rival_temp
}
}
}
save_scope_as = relation
}
scope:house_feud_rival_temp = { save_scope_as = house_feud_rival }
}
scope:relation = {
if = {
limit = {
NOT = { exists = var:house_feud_victim }
}
set_variable = { name = house_feud_victim value = scope:house_feud_rival }
}
}
}
option = { # Justice must be served
name = bp1_house_feud.0110.a
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_damage_minor_value
REASON = higher_tier
CHAR = root
TARGET_CHAR = scope:house_feud_rival
TITLE = scope:dummy_gender
}
}
stress_impact = {
base = minor_stress_impact_gain
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = { # They are beneath our energies
name = bp1_house_feud.0110.b
add_prestige = medium_prestige_gain
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
stress_impact = {
base = minor_stress_impact_loss
humble = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
}
}
}
}
scripted_trigger house_relation_feud_fewer_kills_trigger = {
exists = var:house_feud_house_1
exists = var:house_feud_house_2
exists = var:house_feud_house_1_score
exists = var:house_feud_house_2_score
trigger_if = {
limit = { root.house = var:house_feud_house_1 }
var:house_feud_house_1_score < var:house_feud_house_2_score
}
trigger_else = { var:house_feud_house_1_score > var:house_feud_house_2_score }
}
# Feud house has killed more members than we have, start scheme?
bp1_house_feud.0200 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0200.t
desc = bp1_house_feud.0200.desc
theme = rival_relation
override_background = { reference = corridor_night }
left_portrait = {
character = root
animation = worry
}
lower_center_portrait = scope:house_feud_target
lower_right_portrait = scope:other_house.house_head
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
house = {
any_house_relation = {
has_house_relation_level = feud
# We have more deaths than kills
house_relation_feud_fewer_kills_trigger = yes
# Eligible scheme target exists
any_relation_house = {
NOT = { this = root.house }
any_house_member = { house_feud_scheme_target_trigger = yes }
}
}
}
}
immediate = {
house = {
random_house_relation = {
limit = {
has_house_relation_level = feud
house_relation_feud_fewer_kills_trigger = yes
# Eligible scheme target exists
any_relation_house = {
NOT = { this = root.house }
any_house_member = { house_feud_scheme_target_trigger = yes }
}
}
random_relation_house = {
limit = {
NOT = { this = root.house }
}
save_scope_as = other_house
house_head = { save_scope_as = house_feud_rival }
while = {
limit = {
any_in_list = {
list = house_feud_scheme_targets
count < 2
}
any_house_member = {
is_available_healthy_adult = yes
house_feud_scheme_target_trigger = yes
}
}
random_house_member = {
limit = { house_feud_scheme_target_trigger = yes }
weight = {
modifier = {
factor = 2
scope:other_house.house_head.primary_heir ?= this
}
modifier = {
factor = 2
age < 50
}
}
add_to_list = house_feud_scheme_targets
}
}
ordered_in_list = {
list = house_feud_scheme_targets
order_by = age
save_scope_as = house_feud_target
}
}
}
}
}
option = {
name = bp1_house_feud.0200.a
trigger = {
NOT = {
is_scheming_against = { target = scope:house_feud_rival }
}
can_start_scheme = {
type = murder
target_character = scope:house_feud_rival
}
}
start_scheme = {
target_character = scope:house_feud_rival
type = murder
}
stress_impact = {
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
ai_honor = -1
}
}
}
option = {
name = bp1_house_feud.0200.b
start_scheme = {
target_character = scope:house_feud_target
type = murder
}
stress_impact = {
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
ai_honor = -1
}
}
}
option = {
name = bp1_house_feud.0200.c
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -0.5
ai_vengefulness = 0.5
ai_honor = 0.5
}
}
}
option = {
name = bp1_house_feud.0200.d
add_prestige = medium_prestige_loss
house ?= {
change_house_relation_effect = {
HOUSE = scope:other_house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
ai_honor = -0.5
}
}
}
}
# Losing, cut losses?
bp1_house_feud.0210 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0210.t
desc = {
desc = bp1_house_feud.0210.desc
triggered_desc = {
trigger = { exists = scope:house_feud_recent_death }
desc = bp1_house_feud.0210.recent
}
}
theme = rival_relation
left_portrait = {
character = root
animation = worry
}
lower_left_portrait = scope:house_feud_recent_death
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
house = {
any_house_relation = {
# We have more deaths than kills
has_house_relation_level = feud
house_relation_feud_fewer_kills_trigger = yes
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 10
house = {
any_house_relation = {
has_house_relation_level = feud
house_relation_feud_fewer_kills_trigger = yes
trigger_if = {
limit = { root.house = var:house_feud_house_1 }
exists = var:house_feud_house_2_recent_kill
}
trigger_else = { exists = var:house_feud_house_1_recent_kill }
}
}
}
}
immediate = {
house = {
random_house_relation = {
limit = {
has_house_relation_level = feud
house_relation_feud_fewer_kills_trigger = yes
trigger_if = {
limit = { var:house_feud_house_1 ?= root.house }
exists = var:house_feud_house_2_recent_kill
}
trigger_else = { exists = var:house_feud_house_1_recent_kill }
}
alternative_limit = {
has_house_relation_level = feud
house_relation_feud_fewer_kills_trigger = yes
}
save_scope_as = relation
if = {
limit = { var:house_feud_house_1 ?= root.house }
var:house_feud_house_2.house_head = { save_scope_as = house_feud_rival }
var:house_feud_house_2_recent_kill ?= { save_scope_as = house_feud_recent_death }
}
else = {
var:house_feud_house_1.house_head = { save_scope_as = house_feud_rival }
var:house_feud_house_1_recent_kill ?= { save_scope_as = house_feud_recent_death }
}
}
}
}
option = { # Continue feud
name = bp1_house_feud.0210.a
stress_impact = {
base = minor_stress_impact_gain
forgiving = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = 1
ai_vengefulness = 1
}
}
}
option = { # End feud
name = bp1_house_feud.0210.b
add_prestige = medium_prestige_loss
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_boldness = -1
ai_vengefulness = -1
ai_honor = -0.5
}
}
}
}
scripted_trigger house_relation_feud_more_kills_trigger = {
exists = var:house_feud_house_1
exists = var:house_feud_house_2
exists = var:house_feud_house_1_score
exists = var:house_feud_house_2_score
trigger_if = {
limit = { root.house = var:house_feud_house_1 }
var:house_feud_house_1_score > var:house_feud_house_2_score
}
trigger_else = { var:house_feud_house_1_score < var:house_feud_house_2_score }
}
# Winning, end it?
bp1_house_feud.0220 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0220.t
desc = {
desc = bp1_house_feud.0220.desc
triggered_desc = {
trigger = { exists = scope:house_feud_recent_kill }
desc = bp1_house_feud.0220.recent
}
}
theme = rival_relation
left_portrait = {
character = root
animation = worry
}
lower_left_portrait = scope:house_feud_recent_kill
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
house = {
any_house_relation = {
has_house_relation_level = feud
house_relation_feud_more_kills_trigger = yes
}
}
}
weight_multiplier = {
base = 1
modifier = {
factor = 10
house = {
any_house_relation = {
has_house_relation_level = feud
house_relation_feud_more_kills_trigger = yes
trigger_if = {
limit = { root.house = var:house_feud_house_1 }
exists = var:house_feud_house_1_recent_kill
}
trigger_else = { exists = var:house_feud_house_2_recent_kill }
}
}
}
}
immediate = {
house = {
random_house_relation = {
limit = {
has_house_relation_level = feud
house_relation_feud_more_kills_trigger = yes
trigger_if = {
limit = { var:house_feud_house_1 ?= root.house }
exists = var:house_feud_house_1_recent_kill
}
trigger_else = { exists = var:house_feud_house_2_recent_kill }
}
alternative_limit = {
has_house_relation_level = feud
house_relation_feud_more_kills_trigger = yes
}
save_scope_as = relation
if = {
limit = { var:house_feud_house_1 ?= root.house }
var:house_feud_house_2.house_head = { save_scope_as = house_feud_rival }
var:house_feud_house_1_recent_kill ?= { save_scope_as = house_feud_recent_kill }
}
else = {
var:house_feud_house_1.house_head = { save_scope_as = house_feud_rival }
var:house_feud_house_2_recent_kill ?= { save_scope_as = house_feud_recent_kill }
}
if = { #Fallback for Loc
limit = {
NOT = { exists = var:house_feud_victim }
}
set_variable = { name = house_feud_victim value = scope:house_feud_rival }
}
}
}
}
option = {
name = bp1_house_feud.0220.a
stress_impact = {
base = minor_stress_impact_gain
compassionate = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
option = {
name = bp1_house_feud.0220.b
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
}
# End long running feud?
bp1_house_feud.0300 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0300.t
desc = bp1_house_feud.0300.desc
theme = rival_relation
override_background = { reference = sitting_room }
left_portrait = {
character = root
animation = boredom
}
lower_left_portrait = scope:house_feud_attacker
lower_center_portrait = scope:house_feud_victim
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
#Standard checks
is_available_adult = yes
# Not the original feud starter
house = {
any_house_relation = {
has_house_relation_level = feud
var:house_feud_house_1_first_head = { is_alive = no }
var:house_feud_house_2_first_head = { is_alive = no }
OR = { #If a victim and attacker exists, they must be dead. If not then we pass this check.
AND = {
var:house_feud_attacker ?= { is_alive = no }
NOT = { exists = var:house_feud_attacker }
}
AND = {
var:house_feud_victim ?= { is_alive = no }
NOT = { exists = var:house_feud_victim }
}
}
exists = var:house_relation_duration_years
var:house_relation_duration_years >= 10
}
}
}
immediate = {
house ?= {
random_house_relation = {
limit = {
has_house_relation_level = feud
var:house_feud_house_1_first_head ?= { is_alive = no }
var:house_feud_house_2_first_head ?= { is_alive = no }
OR = { #If a victim and attacker exists, they must be dead. If not then we pass this check.
AND = {
var:house_feud_attacker ?= { is_alive = no }
NOT = { exists = var:house_feud_attacker }
}
AND = {
var:house_feud_victim ?= { is_alive = no }
NOT = { exists = var:house_feud_victim }
}
}
exists = var:house_relation_duration_years
var:house_relation_duration_years >= 10
}
random_relation_house = {
limit = {
NOT = { this = root.house }
}
house_head = { save_scope_as = house_feud_rival }
}
save_scope_as = relation
if = {
limit = {
NOT = { exists = var:house_feud_victim }
}
set_variable = { name = house_feud_victim value = scope:first_owner }
}
}
}
}
option = {
name = bp1_house_feud.0300.a
stress_impact = {
base = minor_stress_impact_gain
forgiving = major_stress_impact_gain
just = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
ai_honor = -0.5
}
}
}
option = {
name = bp1_house_feud.0300.b
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
ai_honor = 0.5
}
}
}
}
# House members pleading to stop feud
bp1_house_feud.0410 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0410.t
desc = bp1_house_feud.0410.desc
theme = rival_relation
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:house_feud_victim
animation = beg
}
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
# House member is friendly with feuding house member
house = {
any_house_member = {
is_available_ai_adult = yes
NOR = {
this = root
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
has_trait = vengeful
}
save_temporary_scope_as = member_temp
}
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOR = {
this = root
house_head ?= {
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:member_temp }
}
}
}
}
}
}
immediate = {
house = {
save_scope_as = house
random_house_member = {
limit = {
is_available_ai_adult = yes
NOR = {
this = root
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
has_trait = vengeful
}
save_temporary_scope_as = rival_temp
scope:rival_temp.house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOR = {
this = root.house
house_head ?= {
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:rival_temp }
}
}
}
}
}
}
weight = {
modifier = {
factor = 2
has_trait = paranoid
}
modifier = {
factor = 10
is_powerful_vassal_of = root
}
modifier = {
factor = 10
is_landed = yes
}
}
save_scope_as = house_feud_victim
stress_impact = {
base = medium_stress_impact_gain
paranoid = medium_stress_impact_gain
}
scope:rival_temp = { save_scope_as = house_feud_rival }
}
}
}
option = {
name = bp1_house_feud.0410.a
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_liege_cancelled_opinion
}
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
option = {
name = bp1_house_feud.0410.b
reverse_add_opinion = {
target = scope:house_feud_victim
modifier = house_feud_victim_ignored_opinion
}
stress_impact = {
paranoid = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
}
# Liege attempts to negotiate peace
bp1_house_feud.0420 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0420.t
desc = bp1_house_feud.0420.desc
theme = rival_relation
left_portrait = {
character = root
animation = eyeroll
}
lower_left_portrait = scope:house_feud_liege
lower_right_portrait = scope:house_feud_rival
cooldown = { years = 10 }
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head = {
exists = liege
save_temporary_scope_as = rival_temp
}
}
}
}
liege ?= {
scope:rival_temp.liege ?= this
is_available_ai_adult = yes
NOR = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:rival_temp }
}
}
}
immediate = {
liege = { save_scope_as = house_feud_liege }
house = {
random_house_relation = {
limit = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head = {
exists = liege
save_temporary_scope_as = rival_temp
}
}
}
}
}
scope:rival_temp = { save_scope_as = house_feud_rival }
}
option = {
name = bp1_house_feud.0420.a
reverse_add_opinion = {
target = scope:house_feud_liege
modifier = house_feud_liege_maintained_opinion
}
stress_impact = {
forgiving = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
option = {
name = bp1_house_feud.0420.b
reverse_add_opinion = {
target = scope:house_feud_liege
modifier = house_feud_liege_cancelled_opinion
}
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
}
#############################
#############################
####### TARGET EVENTS #######
#############################
#############################
# bp1_house_feud.0500 - decide to start feud with feuders ongoing
# bp1_house_feud.0501 - informed of feud starting against you
# bp1_house_feud.0502 - informed of feud against you ending
# deprecated
# Feud targets decide whether to reciprocate during
#bp1_house_feud.0500 = {
# type = character_event
# content_source = dlc_006
# title = bp1_house_feud.0500.t
# desc = bp1_house_feud.0500.desc
# theme = rival_relation
# left_portrait = {
# character = root
# animation = worry
# }
# lower_right_portrait = scope:house_feud_rival
# cooldown = { years = 2 }
#
# trigger = {
# #DLC check
# has_bp1_dlc_trigger = yes
# #Standard checks
# is_available_adult = yes
# # Ensure feud exists
# scope:house_feud_rival = {
# house_has_feud_relation_with_trigger = { TARGET = root }
# }
# valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_rival }
# }
#
# immediate = {
# set_variable = {
# name = house_feud_reciprocate_cooldown
# value = scope:house_feud_rival.house
# years = 10
# }
# }
#
# option = {
# name = bp1_house_feud.0500.a
# house_feud_start_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_rival
# # Feud Reason
# REASON = reciprocated_rivalry
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_rival
# # House Member victim if relevant
# VICTIM = root
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_boldness = 1
# }
# }
# }
#
# option = {
# name = bp1_house_feud.0500.b
# house_feud_vengeful_stress_effect = yes
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = -1
# ai_boldness = -1
# }
# }
# }
#}
# Feud target informed of feud at outset
#bp1_house_feud.0501 = {
# type = character_event
# content_source = dlc_006
# title = bp1_house_feud.0501.t
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = {
# house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
# }
# desc = bp1_house_feud.0501.reciprocating
# }
# desc = bp1_house_feud.0501.new
# }
# desc = bp1_house_feud.0501.desc
# }
# theme = rival_relation
# override_background = { reference = sitting_room }
# left_portrait = {
# character = root
# animation = eyeroll
# }
# lower_right_portrait = scope:story.story_owner
# cooldown = { months = 6 }
#
# trigger = {
# #DLC check
# has_bp1_dlc_trigger = yes
# #Standard checks
# is_available_adult = yes
# is_playable_character = yes
# NOR = {
# # Only one Feud can be started per lifetime
# has_character_flag = had_house_feud_story
# exists = var:house_feud_reciprocate_cooldown
# }
# house_feud_house_any_end_modifier_trigger = no
# valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_attacker }
# }
#
# immediate = {
# save_ongoing_house_relation_effect = { TARGET = scope:house_feud_attacker }
# show_as_tooltip = {
# if = {
# limit = { has_relation_nemesis = scope:house_feud_attacker }
# set_relation_nemesis = scope:house_feud_attacker #Show as tooltip does not require reason
# }
# else = { set_relation_rival = scope:house_feud_attacker } #Show as tooltip does not require reason
# if = {
# limit = {
# scope:story.story_owner = { is_ai = yes }
# }
# reverse_add_opinion = {
# target = scope:house_feud_attacker
# modifier = house_feud_opinion
# }
# }
# }
# house_feud_existing_feud_effect = yes
# set_variable = {
# name = house_feud_reciprocate_cooldown
# value = scope:house_feud_attacker.house
# years = 5
# }
# }
#
# option = { # Reciprocate
# name = bp1_house_feud.0501.a
# trigger = {
# NOT = { exists = scope:house_feud_existing }
# }
# house_feud_start_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_attacker
# # Feud Reason
# REASON = reciprocated_rivalry
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_attacker
# # House Member victim if relevant
# VICTIM = root
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_boldness = 1
# }
# }
# }
#
# option = { # Swap feud
# name = bp1_house_feud.0501.b
# trigger = {
# exists = scope:house_feud_existing
# NOT = { exists = var:house_feud_swapped_house }
# }
# house_feud_swap_feud_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_attacker
# # Feud Reason
# REASON = reciprocated_rivalry
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_attacker
# # House Member victim if relevant
# VICTIM = root
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = 0.5
# ai_rationality = -1
# }
# }
# }
#
# option = { # Who cares
# name = {
# text = bp1_house_feud.0501.c.busy
# trigger = { exists = scope:house_feud_existing }
# }
# name = {
# text = bp1_house_feud.0501.c.existing
# trigger = {
# house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
# }
# }
# name = {
# text = bp1_house_feud.0501.c
# trigger = {
# NOR = {
# exists = scope:house_feud_existing
# house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
# }
# }
# }
# house_feud_vengeful_stress_effect = yes
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = -1
# ai_boldness = -1
# }
# }
# }
#}
# Feud target informed of feud end
#bp1_house_feud.0502 = {
# type = character_event
# content_source = dlc_006
# title = bp1_house_feud.0502.t
# desc = {
# desc = bp1_house_feud.0502.desc
# first_valid = {
# triggered_desc = {
# trigger = { exists = scope:house_feud_new }
# desc = bp1_house_feud.0502.another
# }
# desc = bp1_house_feud.0502.peace
# }
# }
# theme = rival_relation
# left_portrait = {
# character = root
# animation = worry
# }
# lower_right_portrait = scope:house_feud_attacker
#
# trigger = {
# #DLC check
# has_bp1_dlc_trigger = yes
# #Standard checks
# is_available_adult = yes
# NAND = {
# exists = house
# house = { exists = var:house_feud_ended }
# }
# }
#
# immediate = {
# house_feud_existing_feud_effect = yes
# scope:house_feud_attacker = {
# house.house_head = { save_scope_as = house_feud_rival }
# if = {
# limit = {
# any_owned_story = {
# story_type = story_cycle_house_feud
# exists = var:house_feud_house
# }
# }
# random_owned_story = {
# limit = {
# story_type = story_cycle_house_feud
# exists = var:house_feud_house
# }
# var:house_feud_house.house_head = { save_scope_as = house_feud_new }
# }
# }
# }
# }
#
# option = { # Start feud
# name = bp1_house_feud.0502.a
# trigger = {
# NOT = { exists = scope:house_feud_existing }
# valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_attacker }
# }
# house_feud_start_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_attacker
# # Feud Reason
# REASON = reciprocated_rivalry
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_attacker
# # House Member victim if relevant
# VICTIM = root
# }
# stress_impact = {
# forgiving = medium_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_boldness = 1
# }
# }
# }
#
# option = { # End feud too
# name = bp1_house_feud.0502.b
# trigger = {
# house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_attacker }
# }
# house_feud_end_story_effect = yes
# # Stress for being Vengeful characters
# house_feud_vengeful_stress_effect = yes
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = -0.5
# ai_boldness = 0.5
# }
# }
# }
#
# option = { # Swap feud
# name = bp1_house_feud.0502.c
# trigger = {
# exists = scope:house_feud_existing
# NOT = { exists = var:house_feud_swapped_house }
# }
# house_feud_swap_feud_effect = {
# # Feuding House Head
# ACTOR = root
# # Target House Head
# TARGET = scope:house_feud_attacker
# # Feud Reason
# REASON = reciprocated_rivalry
# # House Member attacker if relevant
# ATTACKER = scope:house_feud_attacker
# # House Member victim if relevant
# VICTIM = root
# }
# stress_impact = {
# forgiving = minor_stress_impact_gain
# vengeful = minor_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = -0.5
# ai_boldness = 0.5
# }
# }
# }
#
# option = { # Ok
# name = bp1_house_feud.0502.d
# stress_impact = {
# vengeful = medium_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = -1
# ai_boldness = -1
# }
# }
# }
#}
#############################
#############################
#### NOTIFICATION EVENTS ####
#############################
#############################
# bp1_house_feud.0600 - house members decide to adopt feud too
# deprecated
# House Member decides whether to adopt feud
#bp1_house_feud.0600 = {
# type = character_event
# content_source = dlc_006
# title = bp1_house_feud.0600.t
# desc = bp1_house_feud.0600.desc
# theme = rival_relation
# override_background = { reference = relaxing_room }
# left_portrait = {
# character = root
# animation = worry
# }
# lower_left_portrait = scope:house_head_scope
# lower_right_portrait = scope:house_feud_rival
# cooldown = { years = 10 }
#
# trigger = {
# #DLC check
# has_bp1_dlc_trigger = yes
# #Standard checks
# is_available_adult = yes
# #
# is_adult = yes
# in_diplomatic_range = scope:house_feud_rival
# NOR = {
# this = this.house.house_head
# has_opinion_modifier = {
# target = scope:house_feud_rival
# modifier = house_feud_opinion
# }
# }
# }
#
# immediate = {
# house.house_head = { save_scope_as = house_head_scope }
# }
#
# option = {
# name = bp1_house_feud.0600.a
# trigger = {
# NOT = { has_relation_rival = scope:house_feud_rival }
# }
# if = {
# limit = {
# is_ai = yes
# scope:house_feud_rival = { is_alive = yes }
# }
# add_opinion = {
# target = scope:house_feud_rival
# modifier = house_feud_opinion
# }
# }
# if = {
# limit = {
# scope:house_head_scope = {
# is_ai = yes
# is_alive = yes
# }
# }
# reverse_add_opinion = {
# target = scope:house_head_scope
# modifier = house_feud_followed_opinion
# }
# }
# stress_impact = {
# forgiving = minor_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = 0.5
# ai_boldness = 0.5
# }
# }
# }
#
# option = {
# name = bp1_house_feud.0600.b
# trigger = { has_relation_rival = scope:house_feud_rival }
# if = {
# limit = {
# is_ai = yes
# scope:house_feud_rival = { is_alive = yes }
# }
# add_opinion = {
# target = scope:house_feud_rival
# modifier = house_feud_opinion
# }
# }
# if = {
# limit = {
# scope:house_head_scope = {
# is_ai = yes
# is_alive = yes
# }
# }
# reverse_add_opinion = {
# target = scope:house_head_scope
# modifier = house_feud_enthusiast_opinion
# }
# }
# stress_impact = {
# forgiving = medium_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_boldness = 1
# }
# }
# }
#
# option = {
# name = bp1_house_feud.0600.c
# if = {
# limit = {
# scope:house_head_scope = {
# is_ai = yes
# is_alive = yes
# }
# }
# reverse_add_opinion = {
# target = scope:house_head_scope
# modifier = house_feud_ignored_opinion
# }
# }
# stress_impact = {
# vengeful = medium_stress_impact_gain
# }
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = -1
# ai_boldness = -1
# }
# }
# }
#}
#############################
#############################
####### SCHEME EVENTS #######
#############################
#############################
# bp1_house_feud.0700 - seduction hard rejection choice for feuders
# bp1_house_feud.0701 - seduction hard rejection ping for seducer
#Target: hard reject choice
#by Joe Parkin, based on seduce_outcome.8101 by Linnéa Thimrén
bp1_house_feud.0700 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0700.t
desc = {
desc = bp1_house_feud.0700.desc
first_valid = {
#It's love!
triggered_desc = {
trigger = { has_relation_potential_lover = scope:owner }
desc = bp1_house_feud.0700.desc_positive
}
#I hate them / it's forbidden!
triggered_desc = {
trigger = {
OR = {
opinion = {
target = scope:owner
value < 0
}
has_relation_rival = scope:owner
}
}
desc = bp1_house_feud.0700.desc_negative
}
#Neutral
desc = bp1_house_feud.0700.desc_neutral
}
}
theme = seduce_scheme
left_portrait = scope:owner
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
exists = scope:scheme
scope:owner = { is_alive = yes }
}
immediate = {
scope:owner = { save_scope_as = house_feud_rival }
hidden_effect = {
#For clearer and more controllable ai outcomes, we determine the outcome here:
#HARD REJECT OR NOT?
if = { #Guaranteed acceptance
limit = { scope:owner = { has_perk = subtle_desire_perk } }
save_scope_value_as = {
name = house_feud_seduction_outcome
value = flag:accept
}
}
else = { #Randomization
random = {
chance = 50
simple_attraction_modifier = {
WHO = scope:target
TARGET = scope:owner
MAX_PERSONALITY = 150 # -150 at low trait combatibility, +150 at high trait combatibility.
MAX_PHYSICAL = 150 # Will be -25 by default (due to Rakish) but can vary from between -150 and +150 due to other Attraction modifiers.
}
save_scope_value_as = {
name = house_feud_seduction_outcome
value = flag:accept
}
}
if = {
limit = { NOT = { exists = scope:house_feud_seduction_outcome } }
save_scope_value_as = {
name = house_feud_seduction_outcome
value = flag:reject
}
}
}
}
}
option = { #Ew, get out of here
name = bp1_house_feud.0700.a
trigger = {
trigger_if = {
limit = {
scope:owner = { has_perk = graceful_recovery_perk }
}
is_ai = no
}
}
reverse_add_opinion = {
target = scope:owner
modifier = refusal_opinion
opinion = -20
}
seduction_block_character_effect = { CHARACTER = scope:owner }
scope:owner = {
trigger_event = bp1_house_feud.0701
}
ai_chance = {
base = 0
modifier = {
add = 100
exists = scope:incest_outcome
scope:incest_outcome = flag:reject_no_reveal
}
}
}
option = { #This is more important than family!
name = bp1_house_feud.0700.b
custom_tooltip = seduce_outcome.8101.b.tt
ai_chance = {
base = 0
modifier = {
add = 100
exists = scope:house_feud_seduction_outcome
scope:house_feud_seduction_outcome = flag:accept
}
}
}
}
#Seducer: hard reject ping
#by Joe Parkin, based on seduce_outcome.8103 by Linnéa Thimrén
bp1_house_feud.0701 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0701.t
desc = bp1_house_feud.0701.desc
theme = seduce_scheme
left_portrait = scope:target
widget = {
gui = "event_window_widget_scheme"
container = "custom_widgets_container"
}
immediate = {
scope:target = {
if = {
limit = { root = { is_ai = no } }
assign_quirk_effect = yes
}
}
}
option = {
name = bp1_house_feud.0701.a
custom_tooltip = seduce_outcome.blocked_from_seduction
scope:target = { seduction_block_character_effect = { CHARACTER = scope:owner } }
if = {
limit = { exists = scope:scheme }
scope:scheme = {
end_scheme = yes
}
}
reverse_add_opinion = {
target = scope:target
modifier = respect_opinion
opinion = -25
}
}
}
##############################
##############################
####### REVENGE EVENTS #######
##############################
##############################
# bp1_house_feud.7000 - original claim achieved
# bp1_house_feud.7001 - original killer killed
# bp1_house_feud.7002 - original torturer tortured
# bp1_house_feud.7003 - original cuckolder cuckolded
# Original claim achieved
bp1_house_feud.7000 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.7000.t
desc = bp1_house_feud.7000.desc
theme = rival_relation
left_portrait = {
character = root
animation = war_over_win
}
lower_left_portrait = {
character = scope:previous_holder
trigger = {
scope:previous_holder != scope:house_feud_rival
}
}
lower_right_portrait = scope:house_feud_rival
trigger = {
house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
}
immediate = {
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
scope:relation.var:house_feud_title ?= {
save_scope_as = house_feud_title
set_variable = { name = feud_avenged }
}
house = {
change_house_relation_feud_score_effect = {
TARGET = scope:house_feud_rival.house
REASON = avenged
VALUE = house_feud_major_counter_value
}
}
dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain }
create_character_memory = {
type = feud_vengeance_title
participants = {
previous_holder = scope:previous_holder
}
}
random_memory = {
memory_type = feud_vengeance_title
limit = {
has_memory_participant = scope:previous_holder
NOT = { exists = var:feud_vengeance_title }
}
set_variable = {
name = feud_vengeance_title
value = scope:relation.var:house_feud_title
}
}
stress_impact = { base = medium_stress_impact_loss }
}
option = {
name = bp1_house_feud.7000.a
house_feud_forgiving_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
option = {
name = bp1_house_feud.7000.b
house = {
change_house_relation_effect = {
HOUSE = scope:previous_holder.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
}
# Original killer killed
bp1_house_feud.7001 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.7001.t
desc = bp1_house_feud.7001.desc
theme = rival_relation
left_portrait = {
character = root
animation = war_over_win
}
lower_left_portrait = scope:house_feud_victim
lower_right_portrait = scope:house_feud_attacker
trigger = {
house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
}
immediate = {
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
scope:relation = {
var:house_feud_victim ?= { save_scope_as = house_feud_victim }
var:house_feud_attacker ?= { save_scope_as = house_feud_attacker }
set_variable = { name = feud_avenged }
}
house = {
change_house_relation_feud_score_effect = {
TARGET = scope:house_feud_rival.house
REASON = avenged
VALUE = house_feud_major_counter_value
}
}
dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain }
create_character_memory = {
type = feud_vengeance_killer
participants = {
dead_relation = scope:house_feud_victim
relation_killer = scope:house_feud_attacker
relation_avenger = scope:house_feud_attacker.killer
}
}
stress_impact = { base = medium_stress_impact_loss }
}
option = {
name = bp1_house_feud.7001.a
house_feud_forgiving_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
option = {
name = bp1_house_feud.7001.b
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_attacker.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
}
# Original torturer tortured
bp1_house_feud.7002 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.7002.t
desc = {
first_valid = {
triggered_desc = {
trigger = { root = scope:house_feud_victim }
desc = bp1_house_feud.7002.opening_self
}
desc = bp1_house_feud.7002.opening
}
desc = bp1_house_feud.7002.desc
}
theme = rival_relation
override_background = { reference = corridor_night }
left_portrait = {
character = root
animation = war_over_win
}
lower_left_portrait = {
character = scope:house_feud_victim
trigger = {
root != scope:house_feud_victim
}
}
lower_right_portrait = scope:house_feud_attacker
trigger = {
house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
}
immediate = {
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
scope:relation = {
var:house_feud_victim ?= { save_scope_as = house_feud_victim }
var:house_feud_attacker ?= {
save_scope_as = house_feud_attacker
house_head = { save_scope_as = house_feud_rival }
}
set_variable = { name = feud_avenged }
}
house = {
change_house_relation_feud_score_effect = {
TARGET = scope:house_feud_rival.house
REASON = avenged
VALUE = house_feud_major_counter_value
}
}
dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain }
create_character_memory = {
type = feud_vengeance_torture
participants = {
relation_victim = scope:house_feud_victim
relation_torturer = scope:house_feud_attacker
relation_avenger = scope:actor
}
}
stress_impact = { base = medium_stress_impact_loss }
}
option = {
name = bp1_house_feud.7002.a
house_feud_forgiving_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
option = {
name = bp1_house_feud.7002.b
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_attacker.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
}
# Original cuckolder cuckolded
bp1_house_feud.7003 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.7003.t
desc = {
first_valid = {
triggered_desc = {
trigger = { root = scope:house_feud_victim }
desc = bp1_house_feud.7003.opening_self
}
desc = bp1_house_feud.7003.opening
}
desc = bp1_house_feud.7003.desc
}
theme = rival_relation
left_portrait = {
character = root
animation = war_over_win
}
lower_left_portrait = {
character = scope:house_feud_victim
trigger = {
root != scope:house_feud_victim
}
}
lower_right_portrait = scope:house_feud_attacker
trigger = {
house_has_feud_relation_with_trigger = { TARGET = scope:house_feud_rival }
}
immediate = {
save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
scope:relation = {
var:house_feud_victim ?= { save_scope_as = house_feud_victim }
var:house_feud_attacker ?= {
save_scope_as = house_feud_attacker
house_head = { save_scope_as = house_feud_rival }
}
var:house_feud_spouse ?= { save_scope_as = house_feud_spouse }
set_variable = { name = feud_avenged }
}
house = {
change_house_relation_feud_score_effect = {
TARGET = scope:house_feud_rival.house
REASON = avenged
VALUE = house_feud_major_counter_value
}
}
dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain }
create_character_memory = {
type = feud_vengeance_cuckold
participants = {
relation_cuckolded = scope:house_feud_victim
relation_cuckolder = scope:house_feud_attacker
relation_avenger = scope:sex_partner
}
}
stress_impact = { base = medium_stress_impact_loss }
}
option = {
name = bp1_house_feud.7003.a
house_feud_forgiving_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
option = {
name = bp1_house_feud.7003.b
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
}
############################
############################
#### MAINTENANCE EVENTS ####
############################
############################
# bp1_house_feud.0810 - fued inherited by new house head
# bp1_house_feud.0830 - wiped out target house
# bp1_house_feud.0840 - make rivalry with target house head if not existing
# bp1_house_feud.9000 - save rivals on death and fire inheritance on action
# bp1_house_feud.9001 - 0009 setup
# bp1_house_feud.9002 - 0004 setup
# bp1_house_feud.9003 - 0009 fallback
# bp1_house_feud.9004 - 0810 fallback
# Feud inherited ping for new House Head
#bp1_house_feud.0810 = {
# type = character_event
# content_source = dlc_006
# title = bp1_house_feud.0810.t
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = { has_character_flag = house_feud_too_young_inheritor }
# desc = bp1_house_feud.0810.child
# }
# desc = bp1_house_feud.0810.adult
# }
# desc = bp1_house_feud.0810.desc
# }
# theme = rival_relation
# override_background = { reference = courtyard }
# left_portrait = {
# character = root
# animation = worry
# }
# lower_left_portrait = scope:old_house_head
# lower_right_portrait = scope:house_feud_rival
#
# trigger = {
# age >= 9
# #DLC check
# has_bp1_dlc_trigger = yes
# house ?= {
# any_house_relation = {
# has_house_relation_level = feud
# any_relation_house = { scope:house_feud_rival.house ?= this }
# }
# }
# }
#
# immediate = {
# house = {
# random_house_relation = {
# limit = {
# has_house_relation_level = feud
# any_relation_house = { scope:house_feud_rival.house ?= this }
# }
# save_scope_as = relation
# }
# }
# }
#
# option = {
# name = bp1_house_feud.0810.a
# if = {
# limit = {
# NOT = { has_relation_nemesis = scope:house_feud_rival }
# can_set_relation_nemesis_trigger = { CHARACTER = scope:house_feud_rival }
# }
# set_relation_nemesis = {
# target = scope:house_feud_rival
# reason = rival_house_feud_old_rivalry
# }
# }
# else = {
# set_relation_rival = {
# target = scope:house_feud_rival
# reason = rival_house_feud_old_rivalry
# }
# }
# house_feud_forgiving_stress_effect = yes
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = 1
# ai_boldness = 1
# }
# }
# }
#
# option = {
# name = {
# text = bp1_house_feud.0810.b.rival
# trigger = { has_relation_rival = scope:house_feud_rival }
# }
# name = {
# text = bp1_house_feud.0810.b
# trigger = {
# NOT = { has_relation_rival = scope:house_feud_rival }
# }
# }
# change_house_relation_effect = {
# HOUSE = scope:house_feud_rival.house
# VALUE = house_relation_improve_major_value
# REASON = de_escalation
# }
# # Stress for being Vengeful characters
# house_feud_vengeful_stress_effect = yes
# ai_chance = {
# base = 25
# ai_value_modifier = {
# ai_vengefulness = -1
# ai_boldness = -1
# }
# }
# }
#
# after = {
# if = {
# limit = { has_character_flag = house_feud_too_young_inheritor }
# remove_character_flag = house_feud_too_young_inheritor
# }
# }
#}
# No enemy members left
bp1_house_feud.0830 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0830.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
OR = {
faith = { trait_is_sin = drunkard }
is_adult = no
}
}
desc = bp1_house_feud.0830.opening
}
desc = bp1_house_feud.0830.opening_drink
}
desc = bp1_house_feud.0830.desc
first_valid = {
triggered_desc = {
trigger = {
scope:relation = { house_feud_balance_value <= -2 }
}
desc = bp1_house_feud.0830.losing
}
triggered_desc = {
trigger = {
scope:relation = { house_feud_balance_value >= 2 }
}
desc = bp1_house_feud.0830.winning
}
desc = bp1_house_feud.0830.even
}
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = scope:first_owner }
}
desc = bp1_house_feud.0830.first_owner
}
desc = bp1_house_feud.0830.fallback
}
}
theme = rival_relation
override_background = { reference = feast }
left_portrait = {
character = root
animation = toast_goblet
triggered_animation = {
trigger = {
faith = { trait_is_sin = drunkard }
}
animation = happiness
}
triggered_animation = {
trigger = {
NOT = {
faith = { trait_is_sin = drunkard }
}
}
animation = toast_goblet
}
}
right_portrait = { character = scope:first_owner }
lower_right_portrait = {
trigger = { exists = scope:first_rival }
character = scope:first_rival
}
cooldown = { years = 1 }
trigger = {
house = {
any_house_relation = {
has_house_relation_level = feud
exists = var:house_feud_house_1_first_head
exists = var:house_feud_house_2_first_head
exists = var:house_feud_house_1_score
exists = var:house_feud_house_2_score
any_relation_house = {
NOR = {
this = root.house
any_house_member = { is_alive = yes }
}
}
}
}
}
immediate = {
house = {
random_house_relation = {
limit = {
has_house_relation_level = feud
exists = var:house_feud_house_1_first_head
exists = var:house_feud_house_2_first_head
exists = var:house_feud_house_1_score
exists = var:house_feud_house_2_score
any_relation_house = {
NOR = {
this = root.house
any_house_member = { is_alive = yes }
}
}
}
save_scope_as = relation
if = {
limit = { var:house_feud_house_1_first_head.house = root.house }
var:house_feud_house_2_first_head = { save_scope_as = first_rival }
if = {
limit = { var:house_feud_house_1_first_head != root }
var:house_feud_house_1_first_head = { save_scope_as = first_owner }
}
}
else = {
var:house_feud_house_1_first_head = { save_scope_as = first_rival }
if = {
limit = { var:house_feud_house_2_first_head != root }
var:house_feud_house_2_first_head = { save_scope_as = first_owner }
}
}
#For fallback loc
if = {
limit = {
NOT = { exists = var:house_feud_victim }
}
set_variable = { name = house_feud_victim value = scope:first_owner }
}
}
}
stress_impact = { base = medium_stress_impact_loss }
}
option = {
name = bp1_house_feud.0830.a
house ?= {
change_house_relation_effect = {
HOUSE = scope:first_owner.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
}
}
# Not rival with feud house head
bp1_house_feud.0840 = {
type = character_event
content_source = dlc_006
title = bp1_house_feud.0840.t
desc = {
desc = bp1_house_feud.0840.desc
triggered_desc = {
trigger = {
scope:house_feud_rival = { is_adult = no }
}
desc = bp1_house_feud.0840.child
}
desc = bp1_house_feud.0840.closing
}
theme = rival_relation
override_background = { reference = feast }
left_portrait = {
character = root
animation = worry
}
lower_right_portrait = scope:house_feud_rival
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head ?= {
NOT = { has_relation_rival = root }
can_set_relation_rival_trigger = { CHARACTER = root }
}
}
}
}
}
immediate = {
house = {
random_house_relation = {
limit = {
has_house_relation_level = feud
any_relation_house = {
NOT = { this = root.house }
house_head ?= {
NOT = { has_relation_rival = root }
can_set_relation_rival_trigger = { CHARACTER = root }
}
}
}
save_scope_as = relation
random_relation_house = {
limit = {
NOT = { this = root.house }
house_head ?= {
NOT = { has_relation_rival = root }
can_set_relation_rival_trigger = { CHARACTER = root }
}
}
save_scope_as = house_feud_house
house_head = {
save_scope_as = house_feud_rival
}
}
}
}
scope:relation = { #For fallback loc
if = {
limit = {
NOT = { exists = var:house_feud_victim }
}
set_variable = { name = house_feud_victim value = scope:house_feud_rival }
}
}
}
option = {
name = bp1_house_feud.0840.a
set_relation_rival = {
target = scope:house_feud_rival
reason = rival_house_feud_feud_lives_on
}
house_feud_forgiving_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = 1
ai_boldness = 1
}
}
}
option = {
name = bp1_house_feud.0840.b
house ?= {
change_house_relation_effect = {
HOUSE = scope:house_feud_rival.house
VALUE = house_relation_improve_major_value
REASON = de_escalation
CHAR = root
TARGET_CHAR = scope:dummy_gender
TITLE = scope:dummy_gender
}
}
# Stress for being Vengeful characters
house_feud_vengeful_stress_effect = yes
ai_chance = {
base = 25
ai_value_modifier = {
ai_vengefulness = -1
ai_boldness = -1
}
}
}
}
# Save rivals to list on death for .9002, and trigger inheritance on action
bp1_house_feud.9000 = {
type = character_event
content_source = dlc_006
hidden = yes
trigger = {
#DLC check
has_bp1_dlc_trigger = yes
age >= 9
is_house_head = yes
exists = player_heir
NOT = {
house = {
any_house_relation = { has_house_relation_level = feud }
}
}
}
immediate = {
save_scope_as = old_house_head
every_relation = {
type = rival
limit = {
this = this.house.house_head
house != root.house
}
add_to_list = old_house_head_rivals
if = {
limit = { has_relation_nemesis = root }
set_variable = {
name = dead_nemesis
value = root
months = 1
}
}
}
primary_heir = {
trigger_event = {
on_action = house_feud_inheritance_events
days = { 5 15 }
}
}
}
}
# Check if heir wants to consider retaliation in .0009
bp1_house_feud.9001 = {
type = character_event
content_source = dlc_006
hidden = yes
trigger = {
has_bp1_dlc_trigger = yes
NOR = {
house = {
any_house_relation = { has_house_relation_level = feud }
}
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:old_house_head }
}
scope:old_house_head.killer ?= {
trigger_if = {
limit = {
any_secret = {
type = secret_murder
secret_target = scope:old_house_head
}
}
any_secret = {
type = secret_murder
secret_target = scope:old_house_head
is_known_by = root
}
}
save_temporary_scope_as = killer_temp
}
valid_for_feud_events_with_target_trigger = { TARGET = scope:killer_temp }
}
immediate = {
scope:old_house_head = {
save_scope_as = house_feud_victim
killer = { house_feud_save_head_and_attacker_effect = yes }
}
if = {
limit = { age < 9 }
add_character_flag = house_feud_too_young_heir
}
else = {
random = {
chance = 50
modifier = {
add = 25
has_trait = vengeful
}
modifier = {
add = -25
has_trait = forgiving
}
trigger_event = bp1_house_feud.0009
}
}
}
}
# Check if heir can consider starting feud in .0004
bp1_house_feud.9002 = {
type = character_event
content_source = dlc_006
hidden = yes
trigger = {
has_bp1_dlc_trigger = yes
is_adult = yes
is_house_head = yes
NOR = {
exists = scope:old_house_head.killer
house = {
any_house_relation = { has_house_relation_level = feud }
}
}
any_in_list = {
list = old_house_head_rivals
this = this.house.house_head
house != root.house
}
}
immediate = {
random = {
chance = 50
modifier = {
add = 25
has_trait = vengeful
}
modifier = {
add = 10
culture = { has_cultural_parameter = house_hostility_more_common }
}
modifier = {
add = -25
has_trait = forgiving
}
modifier = {
add = 50
any_in_list = {
list = old_house_head_rivals
exists = var:dead_nemesis
var:dead_nemesis = root
}
}
modifier = {
add = 25
any_in_list = {
list = old_house_head_rivals
this = this.house.house_head
house != root.house
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
}
trigger_event = bp1_house_feud.0004
}
}
}
# 10th birthday event to fire .0009
#bp1_house_feud.9003 = {
# type = character_event
# content_source = dlc_006
# hidden = yes
#
# trigger = {
# has_bp1_dlc_trigger = yes
# has_character_flag = house_feud_too_young_heir
# is_house_head = yes
# house = {
# any_house_relation = { has_house_relation_level = feud }
# }
# }
#
# immediate = { trigger_event = bp1_house_feud.0009 }
#}
# 10th birthday event to fire .0810
#bp1_house_feud.9004 = {
# type = character_event
# content_source = dlc_006
# hidden = yes
#
# trigger = {
# has_bp1_dlc_trigger = yes
# #has_character_flag = house_feud_too_young_inheritor
# is_house_head = yes
# house = {
# any_house_relation = { has_house_relation_level = feud }
# }
# }
#
# immediate = {
# house = {
# random_house_relation = {
# limit = { has_house_relation_level = feud }
# random_relation_house = {
# limit = {
# NOT = { this = root.house }
# }
# house_head = { save_scope_as = house_feud_rival }
# }
# }
# }
# trigger_event = bp1_house_feud.0810
# }
#}
# AI scheme events
# AI murder scheme joiner
bp1_house_feud.9500 = {
type = character_event
hidden = yes
trigger = {
house_feud_ai_murder_join_trigger = yes
}
weight_multiplier = {
base = 1
modifier = { add = ai_vengefulness }
modifier = { add = ai_boldness }
modifier = { add = ai_energy }
}
immediate = {
save_scope_as = joiner
house = {
random_house_member = {
limit = {
any_scheme = {
type = murder
scheme_target_character.house ?= {
any_house_relation = {
has_house_relation_parameter = members_more_likely_to_scheme_hostile
any_relation_house = { this = scope:joiner.house }
save_temporary_scope_as = relation_temp
}
}
NOR = {
scheme_owner = scope:joiner
any_scheme_agent_character = { this = scope:joiner }
}
scope:joiner = {
NOR = {
is_scheming_against = { target = scope:murder_scheme_temp.scheme_target_character }
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:murder_scheme_temp.scheme_target_character }
}
char_can_fit_into_scheme_trigger = { SCHEME = scope:murder_scheme_temp }
}
save_temporary_scope_as = murder_scheme_temp
}
}
weight = {
base = 1
modifier = {
add = 10
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:joiner }
}
}
}
}
if = {
limit = { exists = scope:murder_scheme_temp }
force_assign_character_to_random_agent_slot_effect = {
SCHEME = scope:murder_scheme_temp
CHAR = scope:joiner
YEARS = 5
}
}
scope:relation_temp = {
set_variable = {
name = recent_ai_feud_scheme
years = 5
}
}
}
}
# AI murder scheme starter
bp1_house_feud.9501 = {
type = character_event
hidden = yes
trigger = {
house_feud_ai_murder_start_trigger = yes
}
weight_multiplier = {
base = 1
modifier = { add = ai_vengefulness }
modifier = { add = ai_boldness }
modifier = { add = ai_energy }
}
immediate = {
save_scope_as = starter
house = {
random_house_relation = {
limit = {
has_house_relation_parameter = members_more_likely_to_scheme_hostile
any_relation_house = {
NOT = { this = scope:starter.house }
any_house_member = { save_temporary_scope_as = target_temp }
save_temporary_scope_as = relation_temp
}
scope:starter = {
NOR = {
is_scheming_against = { target = scope:target_temp }
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:target_temp }
}
can_start_scheme = {
type = murder
target_character = scope:target_temp
}
}
}
weight = {
base = 1
modifier = {
add = 10
scope:starter = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:target_temp }
}
}
}
}
}
if = {
limit = { exists = scope:target_temp }
start_scheme = {
type = murder
target_character = scope:target_temp
}
}
scope:relation_temp = {
set_variable = {
name = recent_ai_feud_scheme
years = 5
}
}
}
}
# AI seduce scheme starter
bp1_house_feud.9502 = {
type = character_event
hidden = yes
trigger = {
house_feud_ai_seduce_start_trigger = yes
}
weight_multiplier = {
base = 1
modifier = { add = ai_vengefulness }
modifier = { add = ai_sociability }
modifier = { add = ai_energy }
}
immediate = {
save_scope_as = seducer
house = {
random_house_relation = {
limit = {
has_house_relation_parameter = members_more_likely_to_scheme_hostile
any_relation_house = {
NOT = { this = scope:seducer.house }
any_house_member = {
is_married = yes
save_temporary_scope_as = target_temp
any_spouse = {
trigger_if = {
limit = { exists = house }
NOR = {
house = scope:seducer.house
house = scope:target_temp.house
}
}
NOR = {
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:target_temp }
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:seducer }
}
save_temporary_scope_as = spouse_temp
scope:seducer = {
can_start_scheme = {
type = seduce
target_character = scope:spouse_temp
}
}
}
}
save_temporary_scope_as = relation_temp
}
}
weight = {
base = 1
modifier = {
add = 10
root = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:target_temp }
}
}
}
}
}
if = {
limit = { exists = scope:spouse_temp }
start_scheme = {
type = seduce
target_character = scope:spouse_temp
}
}
scope:relation_temp = {
set_variable = {
name = recent_ai_feud_scheme
years = 5
}
}
}
}