315 lines
8.1 KiB
Text
315 lines
8.1 KiB
Text
##### FAMILY FEUD #####
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# Story has variable with specified flag
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house_feud_story_flag_trigger = {
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story_type = story_cycle_house_feud
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exists = var:$VARIABLE$
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var:$VARIABLE$ = flag:$FLAG$
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}
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# Feud story targets a specified House
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existing_feud_against_target_trigger = {
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OR = {
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house.house_head ?= {
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any_owned_story = {
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story_type = story_cycle_house_feud
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var:house_feud_house ?= $TARGET$.house
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}
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}
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exists = scope:return_feud_as_true_for_debug
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}
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}
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# General checks house head can start a feud
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house_head_can_start_feud_trigger = {
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# Must be House Head
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is_house_head = yes
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# Stop unlanded AI going crazy with feuds
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is_playable_character = yes
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NOR = {
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# House must not have started a feud recently
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exists = house.var:house_feud_cooldown
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# Only one Feud can be started per House Head
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has_character_flag = had_house_feud_story
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# Cannot already be Feuding
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any_owned_story = { story_type = story_cycle_house_feud }
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}
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# Has not recently ended a Feud
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house_feud_house_any_end_modifier_trigger = no
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# House must be sufficiently large to support a Feud
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house = {
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any_house_member = {
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count >= 5
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is_alive = yes
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is_adult = yes
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}
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}
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# Save scopes for checking against
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save_temporary_scope_as = house_head_temp
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}
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house_head_can_start_feud_against_trigger = {
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# General checks that house head can start a feud
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house_head_can_start_feud_trigger = yes
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# Victim House Head must exist
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exists = $TARGET$.house.house_head
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# Ensure target is 'equal'
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trigger_if = {
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limit = {
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is_landed = yes
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$TARGET$.house.house_head = { is_landed = yes }
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}
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tier_difference = {
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target = $TARGET$.house.house_head
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value >= -1
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}
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tier_difference = {
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target = $TARGET$.house.house_head
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value <= 1
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}
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}
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trigger_else = {
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NOR = {
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highest_held_title_tier > tier_duchy
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$TARGET$.house.house_head.highest_held_title_tier > tier_duchy
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}
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}
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NOR = {
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# Is not part of same family as target House Head
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is_close_family_of = $TARGET$.house.house_head
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# Is not friendly with target House Head
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has_any_good_relationship_with_character_trigger = { CHARACTER = $TARGET$.house.house_head }
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# Target House must be different
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house = $TARGET$.house
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}
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# Avoid starting Feuds between Vassals and Lieges, as they are not 'equals'
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trigger_if = {
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limit = { exists = $TARGET$.house.house_head.liege }
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NOR = {
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# Is not liege of target House Head
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this = $TARGET$.house.house_head.liege
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# Does not share house with target's liege
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this.house = $TARGET$.house.house_head.liege.house
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}
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}
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# Must be near target House Head
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in_diplomatic_range = $TARGET$.house.house_head
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# Save scopes for checking against
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save_temporary_scope_as = house_head_temp
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$TARGET$.house.house_head = { save_temporary_scope_as = target_house_head_temp }
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}
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# Feud target house has living members
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house_feud_target_house_alive_trigger = {
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any_owned_story = {
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story_type = story_cycle_house_feud
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exists = var:house_feud_house
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var:house_feud_house.house_head = { is_alive = yes }
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}
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}
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# House Head, and House is valid to be a Feud target
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house_feud_valid_feud_target_trigger = {
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exists = house
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this = this.house.house_head
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is_playable_character = yes
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NOR = {
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house = root.house
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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 = house_head_temp
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# House must not be too small (too easy to wipe out)
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house = {
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any_house_member = {
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count >= 3
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is_adult = yes
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can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:house_head_temp }
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}
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}
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# Must be interactable
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in_diplomatic_range = root
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}
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# Valid to be a target of a murder scheme
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house_feud_scheme_target_trigger = {
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is_available_adult = yes
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save_temporary_scope_as = house_feud_scheme_target_temp
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NOR = {
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this = this.house.house_head
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root = {
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is_scheming_against = { target = scope:house_feud_scheme_target_temp }
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}
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is_in_list = house_feud_scheme_targets
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}
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root = {
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can_start_scheme = {
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type = murder
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target_character = scope:house_feud_scheme_target_temp
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}
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}
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}
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# Valid member of own house
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house_feud_member_trigger = {
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is_available_adult = yes
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house = root.house
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in_diplomatic_range = root
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NOT = {
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has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
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}
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}
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# House has no ongoing Fued modifiers or rewards
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house_feud_house_any_end_modifier_trigger = {
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OR = {
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exists = var:house_feud_swapped_house
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house = {
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OR = {
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has_house_modifier = house_feud_terrible_modifier
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has_house_modifier = house_feud_bad_modifier
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has_house_modifier = house_feud_even_modifier
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has_house_modifier = house_feud_good_modifier
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has_house_modifier = house_feud_excellent_modifier
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}
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}
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}
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}
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# House has no remaining members
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house_feud_wiped_out_trigger = {
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trigger_if = {
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limit = { exists = var:house_feud_first_rival.house }
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var:house_feud_first_rival.house = {
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NOT = { exists = house_head }
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NOT = {
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any_house_member = { is_alive = yes }
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}
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}
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}
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}
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##################################################
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# Sycophant Triggers
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bp1_yearly_8100_sycophant_trigger = {
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is_available_ai_adult = yes
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liege = $LIEGE$
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reverse_opinion = {
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target = $LIEGE$
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value >= 25
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}
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NOT = { is_vassal_of = $LIEGE$ }
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trigger_if = {
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limit = { exists = $LIEGE$.cp:councillor_spouse }
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NOT = { this = $LIEGE$.cp:councillor_spouse }
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}
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trigger_if = {
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limit = {
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$LIEGE$.faith = { has_doctrine = doctrine_clerical_succession_spiritual_fixed_appointment }
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exists = $LIEGE$.cp:councillor_court_chaplain
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}
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NOT = { this = $LIEGE$.cp:councillor_court_chaplain }
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}
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OR = {
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has_relation_lover = $LIEGE$
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has_relation_friend = $LIEGE$
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can_set_relation_friend_trigger = { CHARACTER = $LIEGE$ }
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any_secret = {
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secret_type = secret_lover
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secret_target = $LIEGE$
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}
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}
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NOT = { is_close_or_extended_family_of = $LIEGE$ }
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}
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house_feud_ai_scheme_trigger = {
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is_adult = yes
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is_ai = yes
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ai_honor < medium_positive_ai_value
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any_scheme = { count < 1 }
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OR = {
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house_feud_ai_murder_join_trigger = yes
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house_feud_ai_murder_start_trigger = yes
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house_feud_ai_seduce_start_trigger = yes
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}
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}
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house_feud_ai_murder_join_trigger = {
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house = {
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any_house_member = {
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any_scheme = {
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scheme_type = murder
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exists = scheme_target_character.house
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scheme_target_character.house = scope:story.var:house_feud_house
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save_temporary_scope_as = murder_scheme_temp
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}
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}
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}
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trigger_if = {
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limit = { exists = scope:murder_scheme_temp }
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char_can_fit_into_scheme_trigger = { SCHEME = scope:murder_scheme_temp }
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NOR = {
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is_scheming_against = { target = scope:murder_scheme_temp.scheme_target_character }
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has_any_good_relationship_with_character_trigger = { CHARACTER = scope:murder_scheme_temp.scheme_target_character }
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}
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}
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trigger_else = { always = no }
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}
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house_feud_ai_murder_start_trigger = {
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scope:story.var:house_feud_house = {
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any_house_member = { save_temporary_scope_as = murder_victim_temp }
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}
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trigger_if = {
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limit = { exists = scope:murder_victim_temp }
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NOT = {
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has_any_good_relationship_with_character_trigger = { CHARACTER = scope:murder_victim_temp }
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}
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can_start_scheme = {
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type = murder
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target_character = scope:murder_victim_temp
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}
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}
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trigger_else = { always = no }
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}
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house_feud_ai_seduce_start_trigger = {
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NOR = {
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has_trait = celibate
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has_trait = chaste
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}
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scope:story.var:house_feud_house = {
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any_house_member = {
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is_married = yes
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save_temporary_scope_as = seduce_victim_temp
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any_spouse = {
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trigger_if = {
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limit = {
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exists = house
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NOT = { house = scope:seduce_victim_temp.house }
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}
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}
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NOT = {
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has_any_good_relationship_with_character_trigger = { CHARACTER = scope:seduce_victim_temp }
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}
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save_temporary_scope_as = seduce_spouse_temp
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}
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}
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}
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trigger_if = {
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limit = {
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exists = scope:seduce_victim_temp
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exists = scope:seduce_spouse_temp
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}
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NOR = {
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has_any_good_relationship_with_character_trigger = { CHARACTER = scope:seduce_victim_temp }
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has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:seduce_spouse_temp }
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}
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can_start_scheme = {
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type = seduce
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target_character = scope:seduce_spouse_temp
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}
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}
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trigger_else = { always = no }
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}
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