Uploaded by Jon Snow

assassins events

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namespace = faceless
#############
#Faceless men & Sorrowful Men
#A person asks an assasins guild for a hit
character_event = {
id = faceless.1
desc = "EVTDESCfaceless.1"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
trigger = { OR = {
has_landed_title = d_faceless_men has_landed_title = d_sorrowful_men }
FROM = {
OR = {
has_plot = plot_kill_character
has_plot = plot_kill_spouse
}
}
}
immediate = {
diplomatic_immunity = yes if = {
limit = { has_landed_title = d_faceless_men religion = many_faced_god }
set_character_flag = faceless_man
}
#Add assassins if short
if = {
limit = {
has_landed_title = d_faceless_men NOT = {
any_courtier = {
religion = many_faced_god
intrigue = 15
age = 16
count = 10
}
}
}
random_list = {
50 = {
create_random_intriguer = {
random_traits = yes
dynasty = none
female = no
religion = many_faced_god
culture = random
}
}
50 = {
create_random_intriguer = {
random_traits = yes
dynasty = none
female = yes
religion = many_faced_god
culture = random
}
}
}
new_character = {
change_intrigue = 8
set_character_flag = faceless_man
set_immune_to_pruning = yes
cultural_congenital_trait_chance_effect = yes
remove_trait = honorable
remove_trait = honest
remove_trait = craven
remove_trait = content
random_list ={
20 = { }
30 = { add_trait = poor_warrior }
30 = { add_trait = trained_warrior }
20 = { add_trait = skilled_warrior }
}
check_for_defunct_culture_effect = yes
random = {
chance = 10
add_trait = mystic
}
}
}
if = {
limit = { has_landed_title = d_sorrowful_men
religion = qarth_warlocks
}
set_character_flag = faceless_man
}
if = {
limit = {
has_landed_title = d_sorrowful_men
NOT = {
any_courtier = {
religion = qarth_warlocks
intrigue = 15
age = 16
count = 10
}
}
}
random_list = {
50 = {
create_random_intriguer = {
random_traits = yes
dynasty = none
female = no
religion = qarth_warlocks
culture = random
}
}
50 = {
create_random_intriguer = {
random_traits = yes
dynasty = none
female = yes
religion = qarth_warlocks
culture = random
}
}
}
new_character = {
change_intrigue = 8
set_character_flag = faceless_man
set_immune_to_pruning = yes
check_for_defunct_culture_effect = yes
cultural_congenital_trait_chance_effect = yes
remove_trait = honorable
remove_trait = honest
remove_trait = craven
remove_trait = content
random_list ={
20 = { }
30 = { add_trait = poor_warrior }
30 = { add_trait = trained_warrior }
20 = { add_trait = skilled_warrior }
}
random = {
chance = 10
add_trait = mystic
}
}
}
#Determine Targets Rank cost
FROM = {
plot_target_char = {
if = {
limit = { tier = EMPEROR }
PREV = { set_character_flag = target_tier_6 }
}
else_if = {
limit = { OR = {
tier = KING
any_claim = { tier = EMPEROR }
any_dynasty_member = { is_close_relative = PREV tier = EMPEROR }
liege = { is_close_relative = PREV tier = EMPEROR }
any_spouse = { tier = EMPEROR }
}
}
PREV = { set_character_flag = target_tier_5
}
}
else_if = {
limit = { OR = {
tier = DUKE
trait = kingsguard
trait = dragon_rider
has_character_flag = faceless_man
any_claim = { tier = KING }
any_dynasty_member = { is_close_relative = PREV tier = KING }
liege = { is_close_relative = PREV tier = KING }
any_spouse = { tier = KING }
AND = {
OR = {
is_voter = yes
is_councillor = yes
}
liege = { tier = EMPEROR }
}
}
}
PREV = { set_character_flag = target_tier_4
}
}
else_if = {
limit = { OR = {
tier = COUNT
any_claim = { tier = DUKE }
any_dynasty_member = { is_close_relative = PREV tier = DUKE }
liege = { is_close_relative = PREV tier = DUKE }
any_spouse = { tier = DUKE }
AND = {
OR = {
is_voter = yes
is_councillor = yes
}
liege = { tier = KING }
}
}
}
PREV = { set_character_flag = target_tier_3
}
}
else_if = {
limit = { OR = {
tier = BARON
any_claim = { tier = COUNT }
any_dynasty_member = { is_close_relative = PREV tier = COUNT }
liege = { is_close_relative = PREV tier = COUNT }
any_spouse = { tier = COUNT }
AND = {
OR = {
is_voter = yes
is_councillor = yes
}
liege = { tier = DUKE }
}
}
}
PREV = {
set_character_flag = target_tier_2
}
}
else = {
PREV = { set_character_flag = target_tier_1
}
}
}
#Determine own wealth
if = {
limit = {
OR = {
yearly_income = 350
wealth = 700
}
}
set_character_flag = wealth_tier_6
}
else_if = {
limit = { OR = {
tier = EMPEROR
yearly_income = 250
wealth = 500
}
}
set_character_flag = wealth_tier_5
}
else_if = {
limit = { OR = {
tier = KING
yearly_income = 175
wealth = 350
}
}
set_character_flag = wealth_tier_4
}
else_if = {
limit = { OR = {
tier = DUKE
yearly_income = 100
wealth = 200
}
}
set_character_flag = wealth_tier_3
}
else_if = {
limit = { OR = {
tier = COUNT
yearly_income = 50
wealth = 100
}
}
set_character_flag = wealth_tier_2
}
else = {
set_character_flag = wealth_tier_1
}
}
}
#money
option = {
name = EVTOPTAfaceless.1
trigger = {
NOT = { character = FROM } #cant pay self
FROM = { wealth = 0 }
}
ai_chance = {
factor = 2
}
FROM = { character_event = { id = faceless.2 } }
}
#child
option = {
name = EVTOPTBfaceless.1
trigger = {
FROM = {
#Not valid for these target tiers
NOT = { has_character_flag = target_tier_5 }
NOT = { has_character_flag = target_tier_6 }
#Target tier 4 only valid for low wealth plotters
OR = {
NOT = { has_character_flag = target_tier_4 }
has_character_flag = wealth_tier_1
has_character_flag = wealth_tier_2
has_character_flag = wealth_tier_3
}
OR = {
current_heir = { #Current heir always good
age = 10
is_ruler = no
dynasty = PREV
is_child_of = PREV
NOT = { is_maimed_trigger = yes }
OR = { #Only offer to human if heir is good
PREV = { ai = yes }
is_smart_incl_genius_trigger = yes
is_strong_trigger = yes
trait = tall
martial = 15
diplomacy = 15
stewardship = 15
}
}
AND = { #Child is good for lower than tier 4
NOT = { has_character_flag = target_tier_4 }
any_child = { age = 10
is_ruler = no
dynasty = PREV
NOT = { is_maimed_trigger = yes }
OR = { #Only offer to human if child is good
PREV = { ai = yes }
is_smart_incl_genius_trigger = yes
is_strong_trigger = yes
trait = tall
martial = 15
diplomacy = 15
stewardship = 15
}
}
}
}
}
}
ai_chance = {
factor = 1
}
FROM = { character_event = { id = faceless.3 } }
}
#health
option = {
name = EVTOPTCfaceless.1
trigger = {
FROM = {
NOT = { age = 40 }
NOT = { is_maimed_trigger = yes }
NOT = { trait = wounded }
NOT = { is_crippled_trigger = yes }
is_ill = no
#Not valid for these target tiers
NOT = { has_character_flag = target_tier_5 }
NOT = { has_character_flag = target_tier_6 }
#Target tier 4 only valid for low wealth plotters
OR = {
NOT = { has_character_flag = target_tier_4 }
has_character_flag = wealth_tier_1
has_character_flag = wealth_tier_2
has_character_flag = wealth_tier_3
}
}
}
ai_chance = {
factor = 1
}
FROM = { character_event = { id = faceless.4 } }
}
#piety
option = {
name = EVTOPTEfaceless.1
trigger = {
religion = FROM
FROM = { OR = {
AND = {
has_character_flag = target_tier_6
piety = 500
}
AND = {
has_character_flag = target_tier_5
piety = 400
}
AND = {
has_character_flag = target_tier_4
piety = 300
}
AND = {
has_character_flag = target_tier_3
piety = 200
}
AND = {
has_character_flag = target_tier_2
piety = 100
}
AND = {
has_character_flag = target_tier_1
piety = 50 }
}
}
}
ai_chance = {
factor = 2
}
FROM = { character_event = { id = faceless.599 } }
}
#nope
option = {
name = EVTOPTDfaceless.1
ai_chance = {
factor = 0.5
}
FROM = { character_event = { id = faceless.5 } }
}
}
#Faceless men
character_event = {
id = faceless.101
desc = "EVTDESCfaceless.101" #wants interact
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = { name = "EVTOPTAfaceless.101" #Accept faceless men
}
}
#Sorrowful Men
character_event = {
id = faceless.102
desc = "EVTDESCfaceless.102" #wants interact
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = { name = "EVTOPTAfaceless.101" #Accept faceless men
}
}
#Faceless men want money
character_event = {
id = faceless.2
desc = "EVTDESCfaceless.2"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = { name = "EVTOPTAfaceless.2" #Accept faceless men money
ai_chance = {
factor = 10
modifier = {
factor = 2
trait = wroth
}
modifier = {
factor = 2
trait = charitable
}
modifier = {
factor = 0
has_character_modifier = loan_timer
OR = {
stewardship = 9
trait = temperate
NOT = { OR = {
trait = gluttonous trait = hedonist
trait = lunatic
}
}
}
}
modifier = {
factor = 0.25
NOT = { trait = lunatic }
NOT = { trait = wroth }
plot_power = 0.75
}
modifier = {
factor = 0
has_character_flag = target_tier_1
has_character_flag = wealth_tier_1
NOT = { wealth = 20 }
}
modifier = {
factor = 0
has_character_flag = target_tier_1
has_character_flag = wealth_tier_2
NOT = { wealth = 50 }
}
modifier = {
factor = 0
has_character_flag = target_tier_1
has_character_flag = wealth_tier_3
NOT = { wealth = 95 }
}
modifier = {
factor = 0
has_character_flag = target_tier_1
has_character_flag = wealth_tier_4
NOT = { wealth = 165 }
}
modifier = {
factor = 0
has_character_flag = target_tier_1
has_character_flag = wealth_tier_5
NOT = { wealth = 230 }
}
modifier = {
factor = 0
has_character_flag = target_tier_1
has_character_flag = wealth_tier_6
NOT = { wealth = 330 }
}
modifier = {
factor = 0
has_character_flag = target_tier_2
has_character_flag = wealth_tier_1
NOT = { wealth = 50 }
}
modifier = {
factor = 0
has_character_flag = target_tier_2
has_character_flag = wealth_tier_2
NOT = { wealth = 90 }
}
modifier = {
factor = 0
has_character_flag = target_tier_2
has_character_flag = wealth_tier_3
NOT = { wealth = 190 }
}
modifier = {
factor = 0
has_character_flag = target_tier_2
has_character_flag = wealth_tier_4
NOT = { wealth = 330 }
}
modifier = {
factor = 0
has_character_flag = target_tier_2
has_character_flag = wealth_tier_5
NOT = { wealth = 500 }
}
modifier = {
factor = 0
has_character_flag = target_tier_2
has_character_flag = wealth_tier_6
NOT = { wealth = 750 }
}
modifier = {
factor = 0
has_character_flag = target_tier_3
has_character_flag = wealth_tier_1
NOT = { wealth = 80 }
}
modifier = {
factor = 0
has_character_flag = target_tier_3
has_character_flag = wealth_tier_2
NOT = { wealth = 165 }
}
modifier = {
factor = 0
has_character_flag = target_tier_3
has_character_flag = wealth_tier_3
NOT = { wealth = 350 }
}
modifier = {
factor = 0
has_character_flag = target_tier_3
has_character_flag = wealth_tier_4
NOT = { wealth = 600 }
}
modifier = {
factor = 0
has_character_flag = target_tier_3
has_character_flag = wealth_tier_5
NOT = { wealth = 900 }
}
modifier = {
factor = 0
has_character_flag = target_tier_3
has_character_flag = wealth_tier_6
NOT = { wealth = 1300 }
}
modifier = {
factor = 0
has_character_flag = target_tier_4
has_character_flag = wealth_tier_1
NOT = { wealth = 140 }
}
modifier = {
factor = 0
has_character_flag = target_tier_4
has_character_flag = wealth_tier_2
NOT = { wealth = 260 }
}
modifier = {
factor = 0
has_character_flag = target_tier_4
has_character_flag = wealth_tier_3
NOT = { wealth = 525 }
}
modifier = {
factor = 0
has_character_flag = target_tier_4
has_character_flag = wealth_tier_4
NOT = { wealth = 925 }
}
modifier = {
factor = 0
has_character_flag = target_tier_4
has_character_flag = wealth_tier_5
NOT = { wealth = 1400 }
}
modifier = {
factor = 0
has_character_flag = target_tier_4
has_character_flag = wealth_tier_6
NOT = { wealth = 2000 }
}
modifier = {
factor = 0
has_character_flag = target_tier_5
has_character_flag = wealth_tier_1
NOT = { wealth = 185 }
}
modifier = {
factor = 0
has_character_flag = target_tier_5
has_character_flag = wealth_tier_2
NOT = { wealth = 370 }
}
modifier = {
factor = 0
has_character_flag = target_tier_5
has_character_flag = wealth_tier_3
NOT = { wealth = 750 }
}
modifier = {
factor = 0
has_character_flag = target_tier_5
has_character_flag = wealth_tier_4
NOT = { wealth = 1400 }
}
modifier = {
factor = 0
has_character_flag = target_tier_5
has_character_flag = wealth_tier_5
NOT = { wealth = 2000 }
}
modifier = {
factor = 0
has_character_flag = target_tier_5
has_character_flag = wealth_tier_6
NOT = { wealth = 3000 }
}
modifier = {
factor = 0
has_character_flag = target_tier_6
}
}
if = {
limit = { has_character_flag = target_tier_1 }
if = {
limit = { has_character_flag = wealth_tier_1 }
wealth = -35
hidden_tooltip = { FROM = { wealth = 35 primary_title = { change_variable = { which = hits_revenue value = 35 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_2 }
wealth = -70
hidden_tooltip = { FROM = { wealth = 70 primary_title = { change_variable = { which = hits_revenue value = 70 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_3 }
wealth = -140
hidden_tooltip = { FROM = { wealth = 140
primary_title = { change_variable = { which = hits_revenue value = 140 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_4 }
wealth = -250
hidden_tooltip = { FROM = { wealth = 250
primary_title = { change_variable = { which = hits_revenue value = 250 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_5 }
wealth = -350
hidden_tooltip = { FROM = { wealth = 350 primary_title = { change_variable = { which = hits_revenue value = 350 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_6 }
wealth = -500
hidden_tooltip = { FROM = { wealth = 500
primary_title = { change_variable = { which = hits_revenue value = 500 } }
} }
}
}
if = {
limit = { has_character_flag = target_tier_2 }
if = {
limit = { has_character_flag = wealth_tier_1 }
wealth = -70
hidden_tooltip = { FROM = { wealth = 70
primary_title = { change_variable = { which = hits_revenue value = 70 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_2 }
wealth = -140
hidden_tooltip = { FROM = { wealth = 140 primary_title = { change_variable = { which = hits_revenue value = 140 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_3 }
wealth = -280
hidden_tooltip = { FROM = { wealth = 280
primary_title = { change_variable = { which = hits_revenue value = 280 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_4 }
wealth = -500
hidden_tooltip = { FROM = { wealth = 500 primary_title = { change_variable = { which = hits_revenue value = 500 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_5 }
wealth = -700
hidden_tooltip = { FROM = { wealth = 700
primary_title = { change_variable = { which = hits_revenue value = 700 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_6 }
wealth = -1000
hidden_tooltip = { FROM = { wealth = 1000
primary_title = { change_variable = { which = hits_revenue value = 1000 } }
} }
}
}
if = {
limit = { has_character_flag = target_tier_3 }
if = {
limit = { has_character_flag = wealth_tier_1 }
wealth = -125
hidden_tooltip = { FROM = { wealth = 125
primary_title = { change_variable = { which = hits_revenue value = 125 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_2 }
wealth = -250
hidden_tooltip = { FROM = { wealth = 250 primary_title = { change_variable = { which = hits_revenue value = 250 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_3 }
wealth = -500
hidden_tooltip = { FROM = { wealth = 500
primary_title = { change_variable = { which = hits_revenue value = 500 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_4 }
wealth = -875
hidden_tooltip = { FROM = { wealth = 875
primary_title = { change_variable = { which = hits_revenue value = 875 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_5 }
wealth = -1225
hidden_tooltip = { FROM = { wealth = 1225 primary_title = { change_variable = { which = hits_revenue value = 1225 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_6 }
wealth = -1750
hidden_tooltip = { FROM = { wealth = 1750
primary_title = { change_variable = { which = hits_revenue value = 1750 } }
} }
}
}
if = {
limit = { has_character_flag = target_tier_4 }
if = {
limit = { has_character_flag = wealth_tier_1 }
wealth = -200
hidden_tooltip = { FROM = { wealth = 200
primary_title = { change_variable = { which = hits_revenue value = 200 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_2 }
wealth = -385
hidden_tooltip = { FROM = { wealth = 385
primary_title = { change_variable = { which = hits_revenue value = 385 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_3 }
wealth = -775
hidden_tooltip = { FROM = { wealth = 775 primary_title = { change_variable = { which = hits_revenue value = 775 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_4 }
wealth = -1375
hidden_tooltip = { FROM = { wealth = 1375
primary_title = { change_variable = { which = hits_revenue value = 1375 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_5 }
wealth = -1925
hidden_tooltip = { FROM = { wealth = 1925
primary_title = { change_variable = { which = hits_revenue value = 1925 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_6 }
wealth = -2750
hidden_tooltip = { FROM = { wealth = 2750
primary_title = { change_variable = { which = hits_revenue value = 2750 } }
} }
}
}
if = {
limit = { has_character_flag = target_tier_5 }
if = {
limit = { has_character_flag = wealth_tier_1 }
wealth = -280
hidden_tooltip = { FROM = { wealth = 280
primary_title = { change_variable = { which = hits_revenue value = 280 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_2 }
wealth = -560
hidden_tooltip = { FROM = { wealth = 560 primary_title = { change_variable = { which = hits_revenue value = 560 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_3 }
wealth = -1120
hidden_tooltip = { FROM = { wealth = 1120
primary_title = { change_variable = { which = hits_revenue value = 1120 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_4 }
wealth = -2000
hidden_tooltip = { FROM = { wealth = 2000
primary_title = { change_variable = { which = hits_revenue value = 2000 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_5 }
wealth = -2800
hidden_tooltip = { FROM = { wealth = 2800 primary_title = { change_variable = { which = hits_revenue value = 2800 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_6 }
wealth = -4000
hidden_tooltip = { FROM = { wealth = 4000
primary_title = { change_variable = { which = hits_revenue value = 4000 } }
} }
}
}
if = {
limit = { has_character_flag = target_tier_6 }
if = {
limit = { has_character_flag = wealth_tier_1 }
wealth = -385
hidden_tooltip = { FROM = { wealth = 385
primary_title = { change_variable = { which = hits_revenue value = 385 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_2 }
wealth = -770
hidden_tooltip = { FROM = { wealth = 770
primary_title = { change_variable = { which = hits_revenue value = 770 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_3 }
wealth = -1540
hidden_tooltip = { FROM = { wealth = 1540 primary_title = { change_variable = { which = hits_revenue value = 1540 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_4 }
wealth = -2750
hidden_tooltip = { FROM = { wealth = 2750
primary_title = { change_variable = { which = hits_revenue value = 2750 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_5 }
wealth = -3850
hidden_tooltip = { FROM = { wealth = 3850 primary_title = { change_variable = { which = hits_revenue value = 3850 } }
} }
}
if = {
limit = { has_character_flag = wealth_tier_6 }
wealth = -5500
hidden_tooltip = { FROM = { wealth = 5500
primary_title = { change_variable = { which = hits_revenue value = 5500 } }
} }
}
}
if = {
limit = { FROM = { has_landed_title = d_faceless_men } }
character_event = { id = faceless.6 }
}
if = {
limit = { FROM = { has_landed_title = d_sorrowful_men } }
character_event = { id = faceless.600 }
}
}
option = { name = {
text = "EVTOPTBfaceless.2" #decline faceless men
trigger = {
FROM = { culture = braavosi }
}
}
name = {
text = "EVTOPTCfaceless.2" #decline faceless men
trigger = {
NOT = { FROM = { culture = braavosi } }
}
}
ai_chance = {
factor = 10
modifier = {
factor = 3
trait = greedy
}
modifier = {
factor = 2
trait = patient
}
}
set_character_flag = faceless_men_declined
clr_character_flag = finding_faceless_men
clr_character_flag = target_tier_1
clr_character_flag = target_tier_2
clr_character_flag = target_tier_3
clr_character_flag = target_tier_4
clr_character_flag = target_tier_5
clr_character_flag = target_tier_6
clr_character_flag = wealth_tier_1
clr_character_flag = wealth_tier_2
clr_character_flag = wealth_tier_3
clr_character_flag = wealth_tier_4
clr_character_flag = wealth_tier_5
clr_character_flag = wealth_tier_6
}
}
#Faceless men child
character_event = {
id = faceless.3
desc = "EVTDESCfaceless.3"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
immediate = {
hidden_tooltip = {
if = {
limit = { #A maiming will suffice for some targets
OR = {
has_character_flag = target_tier_1
AND = {
has_character_flag = target_tier_2
OR = {
has_character_flag = wealth_tier_1
has_character_flag = wealth_tier_2
has_character_flag = wealth_tier_3
}
}
}
}
random = {
chance = 33
set_character_flag = maim_child
}
}
if = {
limit = { #A non heir will suffice for some
NOT = { has_character_flag = maim_child }
OR = {
has_character_flag = target_tier_1
has_character_flag = target_tier_2
has_character_flag = target_tier_3
}
}
random = {
chance = 50
set_character_flag = kill_child
}
}
if = {
limit = { #Else target the heir
NOT = { has_character_flag = maim_child }
NOT = { has_character_flag = kill_child }
current_heir = {
age = 10
is_ruler = no
dynasty = ROOT
is_child_of = ROOT
NOT = { is_maimed_trigger = yes }
OR = { #Only offer to human if child is good
ROOT = { ai = yes }
is_smart_incl_genius_trigger = yes
is_strong_trigger = yes
trait = tall
martial = 15
diplomacy = 15
stewardship = 15
}
}
}
set_character_flag = kill_heir
}
if = {
limit = {
NOT = { has_character_flag = maim_child }
NOT = { has_character_flag = kill_child }
NOT = { has_character_flag = kill_heir }
}
set_character_flag = kill_child
}
}
}
option = { name = "EVTOPTAfaceless.3" #Accept faceless men child
ai_chance = {
factor = 1
modifier = {
factor = 2
trait = lunatic
}
modifier = {
factor = 2
trait = ruthless
}
modifier = {
factor = 2
trait = arbitrary
}
modifier = {
factor = 2
trait = cruel
}
modifier = {
factor = 0
trait = honorable
}
modifier = {
factor = 0
trait = just
}
modifier = {
factor = 0
NOT = { trait = lunatic }
NOT = { trait = wroth }
plot_power = 0.75
}
#I like my heir
modifier = {
factor = 0
has_character_flag = kill_heir
NOT = { trait = ruthless }
NOT = { trait = arbitrary }
current_heir = {
reverse_opinion = { who = ROOT value = 50 }
}
}
#not my only son
modifier = {
factor = 0
NOT = {
any_child = { is_female = no
is_alive = yes
OR = {
is_married = yes
is_betrothed = yes
can_marry = yes
}
count = 2
}
}
}
#not my only child
modifier = {
factor = 0
NOT = {
any_child = { is_alive = yes
OR = {
is_married = yes
is_betrothed = yes
can_marry = yes
}
count = 2
}
}
}
}
if = {
limit = { OR = {
has_character_flag = maim_child
has_character_flag = kill_child
}
}
random_child = {
limit = {
age = 10
is_ruler = no
dynasty = ROOT
NOT = { is_maimed_trigger = yes }
OR = { #Only offer to human if child is good
ROOT = { ai = yes }
is_smart_incl_genius_trigger = yes
is_strong_trigger = yes
trait = tall
martial = 15
diplomacy = 15
stewardship = 15
}
}
if = {
limit = { ROOT = { has_character_flag = maim_child } }
add_maimed_trait_effect = yes
}
if = {
limit = { ROOT = { has_character_flag = kill_child } }
tooltip = { death = yes }
set_character_flag = faceless_sacrifice
hidden_tooltip = { character_event = { id = faceless.7 } }
}
}
clr_character_flag = maim_child
clr_character_flag = kill_child
}
if = {
limit = { has_character_flag = kill_heir }
current_heir = {
tooltip = { death = yes }
set_character_flag = faceless_sacrifice
hidden_tooltip = { character_event = { id = faceless.7 } }
}
clr_character_flag = kill_heir
}
if = {
limit = { FROM = { has_landed_title = d_faceless_men } }
character_event = { id = faceless.6 }
}
if = {
limit = { FROM = { has_landed_title = d_sorrowful_men } }
character_event = { id = faceless.600 }
}
}
option = { name = {
text = "EVTOPTBfaceless.3" #decline faceless men
trigger = {
FROM = { culture = braavosi }
}
}
name = {
text = "EVTOPTCfaceless.3" #decline faceless men
trigger = {
NOT = { FROM = { culture = braavosi } }
}
}
ai_chance = {
factor = 4
modifier = {
factor = 2
OR = {
has_character_flag = kill_heir
has_character_flag = kill_child
}
}
modifier = {
factor = 2
trait = kind
}
modifier = {
factor = 2
trait = familyperson
}
modifier = {
factor = 2
trait = honest
}
}
set_character_flag = faceless_men_declined
clr_character_flag = finding_faceless_men
clr_character_flag = target_tier_1
clr_character_flag = target_tier_2
clr_character_flag = target_tier_3
clr_character_flag = target_tier_4
clr_character_flag = target_tier_5
clr_character_flag = target_tier_6
clr_character_flag = wealth_tier_1
clr_character_flag = wealth_tier_2
clr_character_flag = wealth_tier_3
clr_character_flag = wealth_tier_4
clr_character_flag = wealth_tier_5
clr_character_flag = wealth_tier_6
clr_character_flag = maim_child
clr_character_flag = kill_child
clr_character_flag = kill_heir
}
}
#Faceless men health
character_event = {
id = faceless.4
desc = "EVTDESCfaceless.4"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
immediate = {
if = {
limit = { #Castration
NOT = { trait = eunuch }
is_female = no
OR = {
has_character_flag = target_tier_1
AND = {
has_character_flag = target_tier_2
OR = {
has_character_flag = wealth_tier_1
has_character_flag = wealth_tier_2
has_character_flag = wealth_tier_3
}
}
}
}
random = {
chance = 15
set_character_flag = castrate
}
}
if = {
limit = { #Blinding
NOT = { trait = blinded }
NOT = { has_character_flag = castrate }
OR = {
has_character_flag = target_tier_1
AND = {
has_character_flag = target_tier_2
OR = {
has_character_flag = wealth_tier_1
has_character_flag = wealth_tier_2
has_character_flag = wealth_tier_3
}
}
}
}
random = {
chance = 15
set_character_flag = blind
}
}
if = {
limit = { #A non heir will suffice for some
NOT = { has_character_flag = castrate }
NOT = { has_character_flag = blind }
OR = {
has_character_flag = target_tier_1
has_character_flag = target_tier_2
has_character_flag = target_tier_3
}
}
random = {
chance = 50
set_character_flag = maim
}
}
if = {
limit = { #Else kill
NOT = { has_character_flag = castrate }
NOT = { has_character_flag = blind }
NOT = { has_character_flag = maim }
}
set_character_flag = kill
}
}
option = { name = "EVTOPTAfaceless.4" #Accept faceless men health
ai_chance = {
factor = 1
modifier = {
factor = 2
trait = lunatic
}
modifier = {
factor = 0
NOT = { trait = lunatic }
has_character_flag = kill
}
modifier = {
factor = 0
trait = craven
}
modifier = {
factor = 0
NOT = { trait = lunatic }
NOT = { trait = wroth }
plot_power = 0.75
}
modifier = {
factor = 2
trait = brave }
modifier = {
factor = 2
is_strong_trigger = yes
}
modifier = {
factor = 2
has_ugly_trait_trigger = yes
}
modifier = {
factor = 2
trait = zealous }
modifier = {
factor = 2
trait = wroth
}
modifier = {
factor = 2
trait = humble
}
}
if = {
limit = { has_character_flag = castrate }
add_trait = eunuch
clr_character_flag = castrate
}
if = {
limit = { has_character_flag = blind }
add_trait = blinded
clr_character_flag = blind
}
if = {
limit = { has_character_flag = maim }
add_maimed_trait_effect = yes
clr_character_flag = maim
}
if = {
limit = { has_character_flag = kill }
tooltip = { death = yes }
}
if = {
limit = { FROM = { has_landed_title = d_faceless_men } }
character_event = { id = faceless.6 }
}
if = {
limit = { FROM = { has_landed_title = d_sorrowful_men } }
character_event = { id = faceless.600 }
}
}
option = {
name = "EVTOPTBfaceless.4" #decline faceless men
ai_chance = {
factor = 8
modifier = {
factor = 2
is_weak_trigger = yes
}
modifier = {
factor = 2
has_fair_trait_trigger = yes
}
modifier = {
factor = 2
trait = cynical
}
modifier = {
factor = 2
trait = patient
}
modifier = {
factor = 2
trait = proud
}
}
set_character_flag = faceless_men_declined
clr_character_flag = finding_faceless_men
clr_character_flag = target_tier_1
clr_character_flag = target_tier_2
clr_character_flag = target_tier_3
clr_character_flag = target_tier_4
clr_character_flag = target_tier_5
clr_character_flag = target_tier_6
clr_character_flag = wealth_tier_1
clr_character_flag = wealth_tier_2
clr_character_flag = wealth_tier_3
clr_character_flag = wealth_tier_4
clr_character_flag = wealth_tier_5
clr_character_flag = wealth_tier_6
clr_character_flag = kill
clr_character_flag = maim
clr_character_flag = blind
clr_character_flag = castrate
}
}
#Faceless men Nope
character_event = {
id = faceless.5
desc = "EVTDESCfaceless.5" picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = {
name = "EVTOPTAfaceless.5"
set_character_flag = faceless_men_declined
clr_character_flag = finding_faceless_men
clr_character_flag = target_tier_1
clr_character_flag = target_tier_2
clr_character_flag = target_tier_3
clr_character_flag = target_tier_4
clr_character_flag = target_tier_5
clr_character_flag = target_tier_6
clr_character_flag = wealth_tier_1
clr_character_flag = wealth_tier_2
clr_character_flag = wealth_tier_3
clr_character_flag = wealth_tier_4
clr_character_flag = wealth_tier_5
clr_character_flag = wealth_tier_6
}
}
#Faceless men want piety (same religion)
character_event = {
id = faceless.599
desc = "EVTDESCfaceless.599"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = { name = "EVTOPTAfaceless.599" #Accept faceless men piety
if = {
limit = { has_character_flag = target_tier_1 }
piety = -50
}
if = {
limit = { has_character_flag = target_tier_2 }
piety = -100
}
if = {
limit = { has_character_flag = target_tier_3 }
piety = -200
}
if = {
limit = { has_character_flag = target_tier_4 }
piety = -300
}
if = {
limit = { has_character_flag = target_tier_5 }
piety = -400
}
if = {
limit = { has_character_flag = target_tier_6 }
piety = -500
}
if = { limit = { NOT = { lifestyle_traits = 1 } }
random = {
chance = 10
add_trait = mystic
hidden_tooltip = { character_event = { id = trait_notification.19 } }
}
}
if = { limit = {
NOT = { trait = zealous } NOT = { trait = cynical }
NOT = { personality_traits = 6 }
}
random = {
chance = 25
add_trait = zealous
hidden_tooltip = { character_event = { id = 38269 } }
}
}
if = {
limit = { NOT = { trait = stressed } }
random = {
chance = 15
add_trait = stressed
hidden_tooltip = {
character_event = {
id = 38282 #Notify Stressed
}
}
}
set_character_flag = one_beheading
}
if = {
limit = { FROM = { has_landed_title = d_faceless_men } }
character_event = { id = faceless.6 }
}
if = {
limit = { FROM = { has_landed_title = d_sorrowful_men } }
character_event = { id = faceless.600 }
}
}
option = { name = "EVTOPTBfaceless.599" #decline faceless men
ai_chance = {
factor = 0
}
set_character_flag = faceless_men_declined
clr_character_flag = finding_faceless_men
clr_character_flag = target_tier_1
clr_character_flag = target_tier_2
clr_character_flag = target_tier_3
clr_character_flag = target_tier_4
clr_character_flag = target_tier_5
clr_character_flag = target_tier_6
clr_character_flag = wealth_tier_1
clr_character_flag = wealth_tier_2
clr_character_flag = wealth_tier_3
clr_character_flag = wealth_tier_4
clr_character_flag = wealth_tier_5
clr_character_flag = wealth_tier_6
}
}
#Faceless men price accepted send on mission
character_event = {
id = faceless.6
desc = "EVTDESCfaceless.6" picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = {
name = "EVTOPTAfaceless.6"
set_character_flag = murder_in_motion
plot_target_char = {
character_event = { id = faceless.7 tooltip = TOOLTIPfaceless.7 days = 3 }
}
if = {
limit = { has_character_flag = kill }
death = {
death_reason = death_accident_faceless
killer = FROMFROM
}
}
}
}
#Sorrowful Man price accepted send on mission
character_event = {
id = faceless.600
desc = "EVTDESCfaceless.600" picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = {
name = "EVTOPTAfaceless.6"
set_character_flag = murder_in_motion
plot_target_char = {
character_event = { id = faceless.700 tooltip = TOOLTIPfaceless.7 days = 3 }
}
if = {
limit = { has_character_flag = kill }
death = {
death_reason = death_accident_faceless
killer = FROMFROM
}
}
}
}
#Faceless men Kills target
character_event = {
id = faceless.7
desc = "EVTDESCfaceless.7" picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
hide_from = yes
option = {
name = "EVTOPTAfaceless.7"
hidden_tooltip = {
if = {
limit = { NOT = { has_character_flag = faceless_sacrifice } }
FROM = { character_event = { id = faceless.8 } }
}
}
#random_playable_ruler = {
#limit = { ai = no }
#character_event = { id = faceless.50 }
#}
FROM_murder_red_god_resurrect_effect = yes #check for rhllor resurrection
death = { death_reason = death_murder_unknown
killer = FROM
}
}
}
#Sorrowful men Kills target
character_event = {
id = faceless.700
desc = "EVTDESCfaceless.700" picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
hide_from = yes
option = {
name = "EVTOPTAfaceless.7"
hidden_tooltip = {
if = {
limit = { NOT = { has_character_flag = faceless_sacrifice } }
FROM = { character_event = { id = faceless.8 } }
}
}
#random_playable_ruler = {
#limit = { ai = no }
#character_event = { id = faceless.50 }
#}
FROM_murder_red_god_resurrect_effect = yes #check for rhllor resurrection
death = { death_reason = death_murder_unknown
killer = FROM
}
}
}
#Faceless men Done
character_event = {
id = faceless.8
desc = "EVTDESCfaceless.8" picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = {
name = "EVTOPTAfaceless.8"
if = {
limit = { trait = honorable }
remove_trait = honorable
}
clr_character_flag = finding_faceless_men
clr_character_flag = target_tier_1
clr_character_flag = target_tier_2
clr_character_flag = target_tier_3
clr_character_flag = target_tier_4
clr_character_flag = target_tier_5
clr_character_flag = target_tier_6
clr_character_flag = wealth_tier_1
clr_character_flag = wealth_tier_2
clr_character_flag = wealth_tier_3
clr_character_flag = wealth_tier_4
clr_character_flag = wealth_tier_5
clr_character_flag = wealth_tier_6
}
}
#Faceless men Kills target (plot)
# character_event = {
# id = 20800511
# desc = "EVTDESCfaceless.7"
# picture = GFX_evt_shadowy_cabal
# border = GFX_event_normal_frame_intrigue
# hide_from = yes
# is_triggered_only = yes
# option = {
# name = "EVTOPTA7601"
# plot_target_char = {
# death = { death_reason = death_accident }
# hidden_tooltip = {
# FROM = { character_event = { id = faceless.8 } }
# }
# }
# }
# }
#hedgeknight is a Faceless men
character_event = {
id = faceless.9
desc = "EVTDESCfaceless.9" picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
is_part_of_plot = yes
trigger = {
OR = {
has_plot = plot_kill_character
has_plot = plot_kill_spouse
}
OR = {
NOT = { has_character_flag = finding_faceless_men }
had_character_flag = { flag = finding_faceless_men days = 75 }
}
OR = {
NOT = { has_character_flag = faceless_men_declined }
had_character_flag = { flag = faceless_men_declined days = 2920 }
}
}
option = {
name = "EVTOPTAfaceless.9"
plot_target_char = {
character_event = { id = faceless.7 tooltip = TOOLTIPfaceless.7 days = 3 }
}
}
}
####Character joins the an assasins guild###
character_event = {
id = faceless.10
hide_window = yes
min_age = 14
capable_only = yes
prisoner = no
in_command = no
trigger = {
is_ruler = no
is_primary_heir = no
is_married = no
is_betrothed = no
is_councillor = no
NOT = { is_voter = yes }
intrigue = 15
is_ill = no
NOT = { liege = { has_landed_title = d_faceless_men } }
NOT = { liege = { has_landed_title = d_sorrowful_men } }
can_press_claims_trigger = yes
NOT = { trait = wildling }
NOT = { culture = moon_clansman }
NOT = { culture = dothraki }
NOT = { culture = jogos_nhai }
NOT = { has_character_flag = wikid_companion }
NOT = { has_character_modifier = maester_education }
}
mean_time_to_happen = {
years = 150
modifier = {
factor = 0.25
religion = many_faced_god
}
modifier = {
factor = 0.8
culture = braavosi
}
modifier = {
factor = 0.8
d_faceless_men = {
holder_scope = {
at_location = ROOT
}
}
}
modifier = {
factor = 0.8
culture = qartheen
}
modifier = {
factor = 0.8
d_sorrowful_men = {
holder_scope = {
at_location = ROOT
}
}
}
modifier = {
factor = 2
age = 25
}
modifier = {
factor = 0.9
intrigue = 17
}
modifier = {
factor = 0.9
intrigue = 19
}
modifier = {
factor = 0.9
intrigue = 21
}
modifier = {
factor = 2
OR = { trait = misguided_warrior
trait = tough_soldier
trait = skilled_tactician
trait = brilliant_strategist
}
}
modifier = {
factor = 2
OR = { trait = stressed
trait = depressed
}
}
modifier = {
factor = 0.8
trait = bastard
}
modifier = {
factor = 0.8
trait = celibate
}
modifier = {
factor = 0.8
trait = deceitful
}
modifier = {
factor = 4
trait = honest
}
modifier = {
factor = 0.8
trait = ruthless
}
modifier = {
factor = 4
trait = honorable
}
modifier = {
factor = 1.2
trait = hedonist
}
modifier = {
factor = 0.9
trait = duelist
}
modifier = {
factor = 0.9
trait = hunter
}
modifier = {
factor = 1.1
trait = slothful
}
modifier = {
factor = 0.9
trait = diligent
}
modifier = {
factor = 2
trait = proud
}
modifier = {
factor = 0.9
trait = humble
}
modifier = {
factor = 0.8
trait = brave
}
modifier = {
factor = 2
trait = craven
}
modifier = {
factor = 0.75
trait = ambitious
}
modifier = {
factor = 2
trait = content
}
modifier = {
factor = 2
is_pretender = yes }
}
immediate = {
set_character_flag = faceless_man
if = {
limit = {
location = {
NOR = {
region = world_far_east
region = world_jade_sea
region = world_ghiscar
region = world_dothraki
}
}
}
d_faceless_men = {
holder_scope = {
ROOT = { move_character = PREV }
}
}
religion = many_faced_god
}
if = {
limit = {
location = {
OR = {
region = world_far_east
region = world_jade_sea
region = world_ghiscar
region = world_dothraki
}
}
}
d_sorrowful_men = {
holder_scope = {
ROOT = { move_character = PREV }
}
}
religion = qarth_warlocks
}
liege = { character_event = { id = faceless.11 } } }
option = {
name = OK
}
}
#Someone has left to be a faceless man
character_event = {
id = faceless.11
desc = "EVTDESCfaceless.11"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
option = {
name = "EVTOPTAfaceless.11" #Yes
}
}
#the guild pays tax to liege
character_event = {
id = faceless.12
desc = "EVTDESCfaceless.12"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
only_rulers = yes
trigger = { OR = {
has_landed_title = d_faceless_men has_landed_title = d_sorrowful_men
}
liege = { NOT = { character = ROOT } }
primary_title = { check_variable = { which = hits_revenue value = 50 } }
}
immediate = {
#20% tax
primary_title = { ROOT = { set_variable = { which = hits_revenue which = PREV } }
set_variable = { which = hits_revenue value = 0 }
}
multiply_variable = { which = hits_revenue value = 0.2 } }
option = {
name = "EVTOPTAfaceless.12" liege = { character_event = { id = faceless.13 tooltip = TOOLTIPfaceless.13 } }
}
}
character_event = {
id = faceless.13
desc = "EVTDESCfaceless.13"
picture = GFX_evt_shadowy_cabal
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
immediate = {
set_variable = { which = hits_revenue which = FROM } #copy FROM variable
FROM = {
multiply_variable = { which = hits_revenue value = -1 } #make FROM's variable negative
}
}
option = {
name = "EVTOPTAfaceless.13" wealth = hits_revenue
hidden_tooltip = { FROM = {
wealth = hits_revenue
set_variable = { which = hits_revenue value = 0 }
}
set_variable = { which = hits_revenue value = 0 }
}
}
}
# character_event = { #Debug test
# id = faceless.50
# desc = "EVTDESCfaceless.50"
# picture = GFX_evt_shadowy_cabal
# border = GFX_event_normal_frame_intrigue
# is_triggered_only = yes
# option = {
# name = OK # FROM = { FROM = { tooltip = { show_portrait = yes } } }
# }
# }
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