5461 lines
124 KiB
Text
5461 lines
124 KiB
Text
namespace = bp1_house_feud
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##############################
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##############################
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######## START EVENTS ########
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##############################
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##############################
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# bp1_house_feud.0001 - existing House Head rivalry
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# bp1_house_feud.0002 - existing close family rivalry
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# bp1_house_feud.0003 - close family killed by another house (yearly)
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# bp1_house_feud.0004 - old House Head rivalry inherited
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# bp1_house_feud.0005 - close family killed by another house (on reveal)
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# bp1_house_feud.0006 - competing claims with another house
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# bp1_house_feud.0007 - house head imprisoned for a while
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# bp1_house_feud.0008 - close family imprisoned for a while
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# bp1_house_feud.0009 - previous house head killed by another
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# bp1_house_feud.0010 - house head tortured/blinded/castrated
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# bp1_house_feud.0011 - close family tortured/blinded/castrated
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# bp1_house_feud.0012 - house head cuckolded (yearly)
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# bp1_house_feud.0013 - house head cuckolded (on reveal)
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# bp1_house_feud.0014 - close family cuckolded (on reveal)
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# House Head has rival of another house
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bp1_house_feud.0001 = {
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type = character_event
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content_source = dlc_006
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title = bp1_house_feud.0001.t
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desc = {
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desc = bp1_house_feud.0001.desc
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triggered_desc = {
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trigger = { exists = scope:relation.var:house_feud_reason }
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desc = bp1_house_feud.0001.target
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}
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}
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theme = rival_relation
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override_background = { reference = bedchamber }
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left_portrait = {
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character = root
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animation = boredom
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outfit_tags = { nightgown }
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}
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lower_right_portrait = scope:house_feud_rival
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trigger = {
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# Someone to feud with
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any_relation = {
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type = rival
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save_temporary_scope_as = house_feud_victim_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
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}
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}
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NOT = {
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house = {
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any_house_relation = { has_variable = house_feud_cooldown }
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}
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}
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}
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weight_multiplier = {
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base = 1
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modifier = {
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factor = 2
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any_relation = {
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type = nemesis
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save_temporary_scope_as = house_feud_victim_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
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}
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}
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}
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modifier = {
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factor = 2
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any_relation = {
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type = rival
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primary_title.tier = root.primary_title.tier
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save_temporary_scope_as = house_feud_victim_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
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}
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}
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}
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modifier = {
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factor = 1.25
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culture = { has_cultural_parameter = house_hostility_more_common }
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}
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}
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immediate = {
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play_music_cue = "mx_cue_negative"
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random_relation = {
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type = rival
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limit = {
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save_temporary_scope_as = house_feud_victim_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp }
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}
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}
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weight = {
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base = 1
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modifier = {
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factor = 1000
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has_relation_nemesis = root
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}
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modifier = {
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factor = 2
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primary_title.tier = root.primary_title.tier
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}
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}
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save_scope_as = house_feud_rival
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}
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save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
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}
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option = { # Start Feud
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name = bp1_house_feud.0001.a
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house_feud_start_effect = {
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# Feuding House Head
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ACTOR = root
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# Target House Head
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TARGET = scope:house_feud_rival
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# Feud Reason
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REASON = head_rivalry
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# House Member attacker if relevant
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ATTACKER = scope:house_feud_rival
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# House Member victim if relevant
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VICTIM = root
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}
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# Stress effects in scripted_effect
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = 1
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ai_vengefulness = 1
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}
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}
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}
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option = { # Remain rivals
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name = bp1_house_feud.0001.b
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house_feud_forgiving_stress_effect = yes
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = -0.5
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ai_vengefulness = 0.5
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}
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}
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}
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}
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# House Head's close family has a rival of another house
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bp1_house_feud.0002 = {
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type = character_event
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content_source = dlc_006
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title = bp1_house_feud.0002.t
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desc = {
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desc = bp1_house_feud.0002.desc
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triggered_desc = {
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trigger = { exists = scope:relation.var:house_feud_reason }
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desc = bp1_house_feud.0001.target
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}
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}
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theme = rival_relation
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override_background = { reference = corridor_day }
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left_portrait = {
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character = root
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}
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right_portrait = {
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character = scope:house_feud_victim
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animation = worry
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}
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lower_center_portrait = scope:house_feud_attacker
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lower_right_portrait = scope:house_feud_rival
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trigger = {
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# Someone to feud with
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any_close_family_member = {
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house_feud_member_trigger = yes
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any_relation = {
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type = rival
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save_temporary_scope_as = family_rival_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
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}
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}
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}
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NOT = {
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house = {
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any_house_relation = { has_variable = house_feud_cooldown }
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}
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}
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}
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weight_multiplier = {
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base = 1
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modifier = {
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factor = 2
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any_close_family_member = {
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house_feud_member_trigger = yes
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any_relation = {
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type = nemesis
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save_temporary_scope_as = family_rival_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
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}
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}
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}
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}
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modifier = {
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factor = 2
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any_close_family_member = {
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house_feud_member_trigger = yes
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any_relation = {
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type = rival
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house.house_head.primary_title.tier ?= root.primary_title.tier
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save_temporary_scope_as = family_rival_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
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}
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}
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}
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}
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modifier = {
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factor = 1.25
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culture = { has_cultural_parameter = house_hostility_more_common }
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}
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}
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immediate = {
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play_music_cue = "mx_cue_negative"
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set_local_venomous_creature_effect = yes
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random_close_family_member = {
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limit = {
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house_feud_member_trigger = yes
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any_relation = {
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type = rival
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save_temporary_scope_as = family_rival_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
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}
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}
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}
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save_scope_as = house_feud_victim
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random_relation = {
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type = rival
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limit = {
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save_temporary_scope_as = family_rival_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:family_rival_temp }
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}
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}
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weight = {
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base = 1
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modifier = {
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factor = 10
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has_relation_nemesis = scope:house_feud_victim
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}
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modifier = {
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factor = 2
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primary_title.tier = root.primary_title.tier
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}
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}
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house_feud_save_head_and_attacker_effect = yes
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}
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}
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save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
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}
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option = {
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name = bp1_house_feud.0002.a
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house_feud_start_effect = {
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# Feuding House Head
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ACTOR = root
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# Target House Head
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TARGET = scope:house_feud_attacker
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# Feud Reason
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REASON = family_rivalry
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# House Member attacker if relevant
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ATTACKER = scope:house_feud_attacker
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# House Member victim if relevant
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VICTIM = scope:house_feud_victim
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}
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reverse_add_opinion = {
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target = scope:house_feud_victim
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modifier = house_feud_victim_feud_opinion
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}
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# Stress effects in scripted_effect
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = 1
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ai_vengefulness = 1
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}
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}
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}
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option = {
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name = bp1_house_feud.0002.b
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trigger = {
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NOT = { has_relation_rival = scope:house_feud_attacker }
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can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
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}
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set_relation_rival = {
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target = scope:house_feud_attacker
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involved_character = scope:house_feud_victim
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reason = rival_house_feud_close_relative
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}
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reverse_add_opinion = {
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target = scope:house_feud_victim
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modifier = house_feud_victim_rival_opinion
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}
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stress_impact = {
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forgiving = minor_stress_impact_gain
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}
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = -0.5
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ai_vengefulness = 0.5
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}
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}
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}
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option = {
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name = {
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text = bp1_house_feud.0002.b
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trigger = { has_relation_rival = scope:house_feud_attacker }
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}
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name = {
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text = bp1_house_feud.0002.c
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trigger = {
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NOT = { has_relation_rival = scope:house_feud_attacker }
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}
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}
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reverse_add_opinion = {
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target = scope:house_feud_victim
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modifier = house_feud_victim_ignored_opinion
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}
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house_feud_vengeful_stress_effect = yes
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = -1
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ai_vengefulness = -1
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}
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}
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}
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}
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# House Head's close family was killed by another house (yearly)
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bp1_house_feud.0003 = {
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type = character_event
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content_source = dlc_006
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title = bp1_house_feud.0003.t
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desc = {
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desc = bp1_house_feud.0003.desc
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triggered_desc = {
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trigger = { exists = scope:relation.var:house_feud_reason }
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desc = bp1_house_feud.0001.target
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}
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}
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theme = rival_relation
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override_background = { reference = courtyard }
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left_portrait = {
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character = root
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animation = anger
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}
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lower_left_portrait = scope:house_feud_victim
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lower_right_portrait = scope:house_feud_rival
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cooldown = { years = 5 }
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trigger = {
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# Someone to feud with
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house ?= {
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any_house_member = {
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only_if_dead = yes
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exists = killer
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save_temporary_scope_as = house_feud_victim_temp
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killer = {
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any_secret = {
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type = secret_murder
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secret_target = scope:house_feud_victim_temp
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is_known_by = root
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}
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}
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}
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}
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valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp.killer }
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NOT = {
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house = {
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any_house_relation = { has_variable = house_feud_cooldown }
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}
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}
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}
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weight_multiplier = {
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base = 1
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modifier = {
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factor = 2
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house ?= {
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any_house_member = {
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only_if_dead = yes
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exists = killer
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save_temporary_scope_as = house_feud_victim_temp
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killer = {
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any_secret = {
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type = secret_murder
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secret_target = scope:house_feud_victim_temp
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is_known_by = root
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}
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}
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}
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}
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valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp.killer }
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}
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modifier = {
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factor = 1.25
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culture = { has_cultural_parameter = house_hostility_more_common }
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}
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}
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immediate = {
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play_music_cue = "mx_cue_negative"
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house = {
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random_house_member = {
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only_if_dead = yes
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limit = {
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exists = killer
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save_temporary_scope_as = house_feud_victim_temp
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killer = {
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any_secret = {
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type = secret_murder
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secret_target = scope:house_feud_victim_temp
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is_known_by = root
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}
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}
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:house_feud_victim_temp.killer }
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}
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}
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save_scope_as = house_feud_victim
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killer = { house_feud_save_head_and_attacker_effect = yes }
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}
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}
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save_ongoing_house_relation_effect = { TARGET = scope:house_feud_rival }
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}
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option = {
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name = bp1_house_feud.0003.a
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house_feud_start_effect = {
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# Feuding House Head
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ACTOR = root
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# Target House Head
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TARGET = scope:house_feud_attacker
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# Feud Reason
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REASON = family_killed
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# House Member attacker if relevant
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ATTACKER = scope:house_feud_attacker
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# House Member victim if relevant
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VICTIM = scope:house_feud_victim
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}
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# Stress effects in scripted_effect
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = 1
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ai_vengefulness = 1
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}
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}
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}
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option = {
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name = bp1_house_feud.0003.b
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trigger = {
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NOT = { has_relation_rival = scope:house_feud_attacker }
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can_set_relation_rival_trigger = { CHARACTER = scope:house_feud_attacker }
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}
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set_relation_rival = {
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target = scope:house_feud_attacker
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reason = rival_house_feud_vengeance
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involved_character = scope:house_feud_victim
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}
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stress_impact = {
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forgiving = minor_stress_impact_gain
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}
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = -0.5
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ai_vengefulness = 0.5
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}
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}
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}
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option = {
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name = {
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text = bp1_house_feud.0003.b
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trigger = { has_relation_rival = scope:house_feud_attacker }
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}
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name = {
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text = bp1_house_feud.0003.c
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trigger = {
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NOT = { has_relation_rival = scope:house_feud_attacker }
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}
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}
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house_feud_vengeful_stress_effect = yes
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ai_chance = {
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base = 25
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ai_value_modifier = {
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ai_boldness = -1
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ai_vengefulness = -1
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}
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}
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}
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}
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# Inheriting House Head considers rivals of predecessor
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bp1_house_feud.0004 = {
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type = character_event
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content_source = dlc_006
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title = bp1_house_feud.0004.t
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desc = {
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desc = bp1_house_feud.0004.desc
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triggered_desc = {
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trigger = { exists = scope:relation.var:house_feud_reason }
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desc = bp1_house_feud.0001.target
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}
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}
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theme = rival_relation
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override_background = { reference = relaxing_room }
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left_portrait = {
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character = root
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animation = worry
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}
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lower_left_portrait = scope:old_house_head
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lower_right_portrait = scope:house_feud_rival
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trigger = {
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# Someone to feud with
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any_in_list = {
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list = old_house_head_rivals
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NOR = {
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is_close_family_of = root
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has_any_good_relationship_with_character_trigger = { CHARACTER = root }
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}
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save_temporary_scope_as = old_rival_temp
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root = {
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valid_for_feud_events_with_target_trigger = { TARGET = scope:old_rival_temp }
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|
}
|
|
}
|
|
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
|
|
}
|
|
}
|
|
}
|
|
}
|