﻿namespace = house_vendetta

house_vendetta.0001 = {
	type = character_event
	hidden = yes
#declare_house_rival = {
	trigger = {
		has_trait = vengeful
		NOT = { has_character_modifier = blacksheep }
	}

	immediate = {
		house = {
			# Secret Murders
			every_in_list = {
				variable = killed_house_members
				limit = {
					#is_close_family_of = root
					OR = {
						death_reason = death_accident
						death_reason = death_murder
						death_reason = death_hunting_accident
						death_reason = death_hunting_mysterious
						death_reason = death_mysterious
					}
					killer = {
						is_alive = yes
						any_secret = {
							secret_target = PREV
							is_known_by = ROOT
						}
					}
					killer = {
						NOT = {
	#						any_relation = {
	#							has_relation_flag = {
	#								target = ROOT
	#								relation = rival
	#							}
	#						}
							any_relation = {
								type = rival
								this = ROOT
							}
	#						any_relation = {
	#							has_relation_flag = {
	#								target = ROOT
	#								relation = nemesis
	#							}
	#						}
							any_relation = {
								type = nemesis
								this = ROOT
							}
						} # OR
					}
				} # Limit
				killer = { set_relation_rival = ROOT }
			} # Variable List
			# Public Knowledge
			every_in_list = {
				variable = killed_house_members
				limit = {
					NOT = {
						death_reason = death_accident
						death_reason = death_murder
						death_reason = death_hunting_accident
						death_reason = death_hunting_mysterious
						death_reason = death_mysterious
					}
					killer = { is_alive = yes }
					killer = {
						NOT = {
	#						any_relation = {
	#							has_relation_flag = {
	#								target = ROOT
	#								relation = rival
	#							}
	#						}
							any_relation = {
								type = rival
								this = ROOT
							}
	#						any_relation = {
	#							has_relation_flag = {
	#								target = ROOT
	#								relation = nemesis
	#							}
	#						}
							any_relation = {
								type = nemesis
								this = ROOT
							}
						} # OR
					}
				} # Limit
				killer = { set_relation_rival = ROOT }
			} # Variable List
		} # House scope where the list is stored
	} # Effect
}

house_vendetta.0002 = {
	type = character_event
	title = house_vendetta.0001.t
	desc = house_vendetta.0001.desc

	theme = rival_relation

	left_portrait = {
		character = ROOT
		animation = anger
	}

	right_portrait = {
		character = murdered_relative.killer
		animation = fear
	}

	immediate = {
#		set_relation_rival = scope:murdered_relative.killer
		progress_towards_nemesis_effect = {
			CHARACTER = scope:murdered_relative.killer
			REASON = house_vengeance_vendetta
			OPINION = 0
		}
	}

	option = {
		name = house_vendetta.0001.a
	}
}

