374 lines
8.4 KiB
Text
374 lines
8.4 KiB
Text
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## 01. The Grandest Tour
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#ep2_01_the_grandest_tour_achievement = {
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# possible = {
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# exists = global_var:started_the_grandest_tour_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = the_grandest_tour_achievement_trigger
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# exists = global_var:finished_the_grandest_tour_achievement
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# }
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# }
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#}
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#
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## 02. Your Eternal Reward
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#ep2_02_your_eternal_reward_achievement = {
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# possible = {
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# exists = global_var:started_your_eternal_reward_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = your_eternal_reward_achievement_trigger
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# exists = global_var:finished_your_eternal_reward_achievement
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# }
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# }
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#}
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#
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## 03. Imperial March
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#ep2_03_imperial_march_achievement = {
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# possible = {
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# exists = global_var:started_imperial_march_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = imperial_march_achievement_trigger
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# exists = global_var:finished_imperial_march_achievement
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# }
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# }
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#}
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#
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## 04. Black Dinner
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#ep2_04_black_dinner_achievement = {
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# possible = {
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# exists = global_var:started_black_dinner_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = black_dinner_achievement_trigger
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# exists = global_var:finished_black_dinner_achievement
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# }
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# }
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#}
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#
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## 05. There and Back Again
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#ep2_05_there_and_back_again_achievement = {
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# possible = {
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# exists = global_var:started_there_and_back_again_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = there_and_back_again_achievement_trigger
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# has_trait_xp = {
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# trait = lifestyle_traveler
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# track = travel
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# value >= 100
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# }
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# has_trait_xp = {
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# trait = lifestyle_traveler
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# track = danger
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# value >= 100
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# }
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# }
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# }
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#}
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#
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## 06. The Very Best
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#ep2_06_the_very_best_achievement = {
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# possible = {
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# exists = global_var:started_the_very_best_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = the_very_best_achievement_trigger
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# OR = {
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# has_trait_xp = {
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# trait = tourney_participant
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# track = foot
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# value >= 100
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# }
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# has_trait_xp = {
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# trait = tourney_participant
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# track = bow
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# value >= 100
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# }
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# has_trait_xp = {
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# trait = tourney_participant
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# track = horse
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# value >= 100
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# }
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# has_trait_xp = {
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# trait = tourney_participant
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# track = wit
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# value >= 100
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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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## 07. Like No One Ever Was
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#ep2_07_like_no_one_ever_was_achievement = {
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# possible = {
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# exists = global_var:started_like_no_one_ever_was_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = like_no_one_ever_was_achievement_trigger
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# has_trait_xp = {
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# trait = tourney_participant
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# track = foot
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# value >= 100
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# }
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# has_trait_xp = {
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# trait = tourney_participant
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# track = bow
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# value >= 100
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# }
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# has_trait_xp = {
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# trait = tourney_participant
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# track = horse
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# value >= 100
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# }
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# has_trait_xp = {
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# trait = tourney_participant
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# track = wit
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# value >= 100
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# }
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# }
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# }
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#}
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#
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## 08. A Thousand and One Night
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#ep2_08_a_thousand_and_one_nights_achievement = {
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# possible = {
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# exists = global_var:started_a_thousand_and_one_nights_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = a_thousand_and_one_nights_achievement_trigger
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# exists = global_var:finished_a_thousand_and_one_nights_achievement
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# }
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# }
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#}
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#
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## 09. A Knight's Tale
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#ep2_09_a_knights_tale_achievement = {
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# possible = {
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# exists = global_var:started_a_knights_tale_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = a_knights_tale_achievement_trigger
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# exists = global_var:finished_a_knights_tale_achievement
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# }
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# }
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#}
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#
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## 10. Hunting Accident
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#ep2_10_hunting_accident_achievement = {
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# possible = {
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# exists = global_var:started_hunting_accident_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = hunting_accident_achievement_trigger
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# exists = global_var:finished_hunting_accident_achievement
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# }
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# }
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#}
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#
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## 11. Lions and Tigers and Bears, Oh My!
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#ep2_11_lions_and_tigers_and_bears_oh_my_achievement = {
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# possible = {
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# exists = global_var:started_lions_and_tigers_and_bears_oh_my_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = lions_and_tigers_and_bears_oh_my_achievement_trigger
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# has_character_modifier = hunt_captive_beast_modifier
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# }
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# }
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#}
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#
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## 12. Fly, my Pretty!
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#ep2_12_fly_my_pretty_achievement = {
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# possible = {
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# exists = global_var:started_fly_my_pretty_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = fly_my_pretty_achievement_trigger
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# has_trait_xp = {
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# trait = lifestyle_hunter
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# track = falconer
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# value >= 100
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# }
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# }
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# }
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#}
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#
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## 13. Pathway to Heaven
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#ep2_13_pathway_to_heaven_achievement = {
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# possible = {
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# exists = global_var:started_pathway_to_heaven_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = pathway_to_heaven_achievement_trigger
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# faith = {
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# any_holy_site = {
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# count = all
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# save_temporary_scope_as = holy_site_temp
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# root = {
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# is_target_in_variable_list = {
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# name = pathway_to_heaven_achievement_tally
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# target = scope:holy_site_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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# }
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#}
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#
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## 14. Sir Lance-a-Lot
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#ep2_14_sir_lance_a_lot_achievement = {
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# possible = {
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# exists = global_var:started_sir_lance_a_lot_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = sir_lance_a_lot_achievement_trigger
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# exists = global_var:achieved_sir_lance_a_lot_achievement
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# }
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# }
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#}
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#
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## 15. I'm in my Element(s)
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#ep2_15_im_in_my_elements_achievement = {
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# possible = {
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# exists = global_var:started_im_in_my_elements_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = im_in_my_elements_achievement_trigger
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# has_variable_list = ep2_im_in_my_elements_achievement_terrain_list
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# variable_list_size = {
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# name = ep2_im_in_my_elements_achievement_terrain_list
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# # 16 terrains as of ~March 2023 — will need incrementing if we add more.
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# # 17 terrains as of ~October 2025 — will need incrementing if we add more.
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# value >= 17
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# }
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# }
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# }
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#}
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#
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## 16. Ahab
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#ep2_16_ahab_achievement = {
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# possible = {
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# exists = global_var:started_ahab_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = ahab_achievement_trigger
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# exists = global_var:achieved_ahab_achievement
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# }
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# }
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#}
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#
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## 17. Little William Marshal
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#ep2_17_little_william_marshal_achievement = {
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# possible = {
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# exists = global_var:started_little_william_marshal_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = little_william_marshal_achievement_trigger
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# exists = global_var:finished_little_william_marshal_achievement
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# }
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# }
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#}
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#
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## 18. A True & Perfect Knight
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#ep2_18_a_true_and_perfect_knight_achievement = {
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# possible = {
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# exists = global_var:started_a_true_and_perfect_knight_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = a_true_and_perfect_knight_achievement_trigger
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# any_active_accolade = {
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# accolade_rank >= 6
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# acclaimed_knight = { has_trait = faith_warrior }
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# }
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# }
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# }
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#}
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#
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## 19. A.E.I.O.U & Me
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#ep2_19_a_e_i_o_u_and_me_achievement = {
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# possible = {
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# exists = global_var:started_a_e_i_o_u_and_me_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = a_e_i_o_u_and_me_achievement_trigger
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# NOT = { exists = global_var:player_declared_war }
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# has_title = title:k_austria
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# dynasty ?= {
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# has_variable = a_e_i_o_u_and_me_achievement_grand_wedding_tally
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# var:a_e_i_o_u_and_me_achievement_grand_wedding_tally >= 5
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# }
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# }
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# }
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#}
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#
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## 20. The Iron and Golden King
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#ep2_20_the_iron_and_golden_king_achievement = {
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# possible = {
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# exists = global_var:started_the_iron_and_golden_king_achievement
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#
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# }
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# happened = {
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# custom_description = {
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# text = the_iron_and_golden_king_achievement_trigger
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# capital_county ?= {
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# # Has any special mine.
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# ## We let you have any province in the capital county for this.
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# any_county_province = { county_has_any_special_mine_building_trigger = yes }
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# # But then, we need to be stricter with some triggers.
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# title_province = {
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# # Has insanely high income.
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# monthly_income >= 60
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# # Has heavy cavs.
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# has_stationed_regiment_of_base_type = heavy_cavalry
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# }
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# }
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# # Plus make sure you've got an amount: they can be instantly switched around, so we're not fussed where they are.
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# number_maa_soldiers_of_base_type = {
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# type = heavy_cavalry
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# value >= 500
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# }
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# }
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# }
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#}
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#
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