294 lines
7.6 KiB
Text
294 lines
7.6 KiB
Text
##### FAMILY FEUD #####
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# Relation has variable with specified flag
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house_relation_feud_flag_trigger = {
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has_bp1_dlc_trigger = yes
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has_house_relation_level = 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 relation targeting a specified House
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house_has_feud_relation_with_trigger = {
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exists = house
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exists = $TARGET$.house
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house != $TARGET$.house
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OR = {
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house = {
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any_house_relation = {
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has_house_relation_level = feud
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any_relation_house = { $TARGET$.house = this }
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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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has_bp1_dlc_trigger = yes
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}
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# General checks house head can start a feud
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valid_for_feud_events_trigger = {
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has_bp1_dlc_trigger = yes
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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
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is_playable_character = yes
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is_available_adult = yes
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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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valid_for_feud_events_with_target_trigger = {
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# General checks
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valid_for_feud_events_trigger = yes
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# Victim House Head must exist
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exists = $TARGET$.house.house_head
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# Target House must be different
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NOT = { house = $TARGET$.house }
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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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}
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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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# 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 remaining members
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house_feud_wiped_out_trigger = {
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house ?= {
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any_house_relation = {
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has_house_relation_level = feud
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any_relation_house = {
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this = $TARGET$.house
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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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##################################################
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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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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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##################################################
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# Feud AI Scheme Triggers
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house_feud_ai_murder_join_trigger = {
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save_temporary_scope_as = instigator_temp
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house ?= {
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any_house_member = {
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any_scheme = {
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type = murder
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scope:scheme_target_character.house ?= {
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NOT = { this = scope:instigator_temp.house }
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any_house_relation = {
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has_house_relation_parameter = members_more_likely_to_scheme_hostile
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any_relation_house = { this = scope:instigator_temp.house }
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}
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}
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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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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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char_can_fit_into_scheme_trigger = { SCHEME = scope:murder_scheme_temp }
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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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save_temporary_scope_as = instigator_temp
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house ?= {
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any_house_relation = {
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has_house_relation_parameter = members_more_likely_to_scheme_hostile
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any_relation_house = {
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NOT = { this = scope:instigator_temp.house }
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any_house_member = { save_temporary_scope_as = murder_victim_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_victim_temp }
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NOR = {
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is_scheming_against = { target = scope:murder_victim_temp }
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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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save_temporary_scope_as = instigator_temp
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NOR = {
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has_trait = chaste
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has_trait = devoted
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}
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might_cheat_on_every_partner_trigger = yes
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house ?= {
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any_house_relation = {
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has_house_relation_parameter = members_more_likely_to_scheme_hostile
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any_relation_house = {
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NOT = { this = scope:instigator_temp.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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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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}
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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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