Zone Rouge work part 2
Added a rare event when you are traveling through the No Mans Land (the baronies with the special building) Made the special building more dangerous >:) Lastly, i added a warning to the travel POI, so you know where you are heading
This commit is contained in:
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6 changed files with 533 additions and 2 deletions
495
events/travel_events/NEOW_travel_events.txt
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495
events/travel_events/NEOW_travel_events.txt
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namespace = NEOW_travel_event
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NEOW_travel_event.0001 = { # Zone Rouge Death Zone
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type = character_event
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title = NEOW_travel_event.0001.t
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desc = NEOW_travel_event.0001.desc
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theme = travel_danger
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left_portrait = {
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character = root.current_travel_plan.travel_leader
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animation = thinking
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}
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right_portrait = {
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character = root
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animation = worry
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}
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cooldown = { days = 10 }
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trigger = {
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is_travelling = yes
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is_location_valid_for_travel_event_on_land = yes
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location = {
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barony = { has_building_with_flag = { flag = travel_point_of_interest_zone_rouge }}
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}
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}
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immediate = {
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play_music_cue = "mx_cue_negative"
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}
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option = { #You get lost
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name = NEOW_travel_event.0001.a
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random_list = {
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50 = {
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modifier = {
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has_trait = paranoid
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add = 5
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}
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modifier = {
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has_trait = patient
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add = 5
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}
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modifier = {
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has_trait = strong
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add = 5
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}
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modifier = {
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has_trait = craven
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add = 10
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}
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modifier = {
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has_trait = lifestyle_traveler
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add = 10
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}
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modifier = {
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has_trait = shrewd
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add = 20
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}
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modifier = {
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has_trait = adventurer
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add = 35
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}
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modifier = {
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has_trait = intellect_good_1
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factor = 1.1
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}
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modifier = {
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has_trait = intellect_good_2
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factor = 1.25
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}
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modifier = {
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has_trait = intellect_good_3
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factor = 1.5
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}
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modifier = {
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has_trait = physique_good_1
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factor = 1.1
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}
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modifier = {
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has_trait = physique_good_2
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factor = 1.25
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}
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modifier = {
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has_trait = physique_good_3
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factor = 1.5
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}
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modifier = {
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culture = {
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OR = {
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has_cultural_pillar = heritage_mosellic
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has_cultural_pillar = heritage_west_germanic
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has_cultural_pillar = heritage_central_germanic
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has_cultural_pillar = heritage_french
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has_cultural_pillar = heritage_anglo_frisian
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has_cultural_pillar = heritage_brythonic
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has_cultural_pillar = heritage_rhaeto_helvetic
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}
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}
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factor = 2
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}
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custom_tooltip = {
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text = travel.zr_safe
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}
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send_interface_toast = {
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title = travel.zr_survived
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left_icon = root
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stress_impact = {
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diligent = minor_stress_impact_loss
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brave = medium_stress_impact_loss
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impatient = major_stress_impact_loss
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lazy = minor_stress_impact_gain
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craven = medium_stress_impact_gain
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patient = major_stress_impact_gain
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}
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}
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}
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30 = {
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modifier = {
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has_trait = brave
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add = 2
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}
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modifier = {
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has_trait = impatient
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add = 5
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}
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modifier = {
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has_trait = fickle
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add = 5
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}
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modifier = {
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has_trait = spindly
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add = 5
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}
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modifier = {
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has_trait = weak
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add = 5
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}
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modifier = {
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has_trait = bleeder
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add = 10
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}
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modifier = {
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has_trait = dull
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add = 10
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}
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modifier = {
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has_trait = intellect_bad_1
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factor = 1.1
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}
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modifier = {
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has_trait = intellect_bad_2
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factor = 1.25
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}
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modifier = {
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has_trait = intellect_bad_3
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factor = 1.5
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}
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modifier = {
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has_trait = physique_bad_1
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factor = 1.1
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}
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modifier = {
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has_trait = physique_bad_2
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factor = 1.25
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}
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modifier = {
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has_trait = physique_bad_3
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factor = 1.5
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}
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send_interface_toast = {
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title = travel.zr_survived
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left_icon = root
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if = {
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limit = {
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has_trait = wounded_3
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}
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title = travel.zr_death
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custom_tooltip = {
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text = travel.zr_death
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}
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death = {
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death_reason = death_mine_explosion
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}
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}
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else_if = {
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limit = {
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has_trait = wounded_2
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}
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custom_tooltip = {
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text = travel.zr_very_badly_wounded
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}
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stress_impact = {
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brave = minor_stress_impact_loss
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impatient = medium_stress_impact_loss
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craven = minor_stress_impact_gain
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patient = medium_stress_impact_gain
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}
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change_trait_rank = {
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trait = wounded
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rank = 1
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max = 3
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}
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}
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else_if = {
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limit = {
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has_trait = wounded_1
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}
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custom_tooltip = {
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text = travel.zr_badly_wounded
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}
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stress_impact = {
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diligent = minor_stress_impact_loss
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brave = medium_stress_impact_loss
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impatient = major_stress_impact_loss
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lazy = minor_stress_impact_gain
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craven = medium_stress_impact_gain
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patient = major_stress_impact_gain
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}
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change_trait_rank = {
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trait = wounded
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rank = 1
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max = 3
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}
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}
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else = {
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custom_tooltip = {
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text = travel.zr_wounded
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}
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stress_impact = {
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diligent = minor_stress_impact_loss
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brave = medium_stress_impact_loss
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impatient = major_stress_impact_loss
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lazy = minor_stress_impact_gain
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craven = medium_stress_impact_gain
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patient = major_stress_impact_gain
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}
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add_trait = wounded_1
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}
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}
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}
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15 = {
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modifier = {
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has_trait = brave
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add = 2
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}
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modifier = {
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has_trait = impatient
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add = 5
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}
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modifier = {
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has_trait = fickle
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add = 5
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}
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modifier = {
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has_trait = spindly
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add = 5
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}
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modifier = {
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has_trait = weak
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add = 15
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}
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modifier = {
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has_trait = bleeder
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add = 20
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}
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modifier = {
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has_trait = dull
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add = 10
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}
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modifier = {
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has_trait = intellect_bad_1
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factor = 1.1
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}
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modifier = {
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has_trait = intellect_bad_2
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factor = 1.25
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}
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modifier = {
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has_trait = intellect_bad_3
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factor = 1.5
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}
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modifier = {
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has_trait = physique_bad_1
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factor = 1.1
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}
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modifier = {
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has_trait = physique_bad_2
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factor = 1.25
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}
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modifier = {
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has_trait = physique_bad_3
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factor = 1.5
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}
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send_interface_toast = {
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title = travel.zr_survived
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left_icon = root
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if = {
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limit = {
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has_trait = wounded_3
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}
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title = travel.zr_death
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custom_tooltip = {
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text = travel.zr_death
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}
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death = {
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death_reason = death_mine_explosion
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}
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}
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else_if = {
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limit = {
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has_trait = wounded_2
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}
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title = travel.zr_death
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custom_tooltip = {
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text = travel.zr_death
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}
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death = {
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death_reason = death_mine_explosion
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}
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}
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else_if = {
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limit = {
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has_trait = wounded_1
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}
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title = travel.zr_very_badly_wounded
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custom_tooltip = {
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text = travel.zr_very_badly_wounded
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}
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stress_impact = {
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brave = minor_stress_impact_loss
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impatient = medium_stress_impact_loss
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craven = minor_stress_impact_gain
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patient = medium_stress_impact_gain
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}
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change_trait_rank = {
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trait = wounded
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rank = 2
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max = 3
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}
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}
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else = {
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title = travel.zr_badly_wounded
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custom_tooltip = {
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text = travel.zr_badly_wounded
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}
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stress_impact = {
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diligent = minor_stress_impact_loss
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brave = medium_stress_impact_loss
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impatient = major_stress_impact_loss
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lazy = minor_stress_impact_gain
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craven = medium_stress_impact_gain
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patient = major_stress_impact_gain
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}
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add_trait = wounded_2
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}
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}
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}
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5 = {
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modifier = {
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has_trait = brave
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add = 10
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}
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modifier = {
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has_trait = impatient
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add = 5
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}
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modifier = {
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has_trait = fickle
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add = 5
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}
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modifier = {
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has_trait = spindly
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add = 5
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}
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modifier = {
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has_trait = weak
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add = 20
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}
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modifier = {
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has_trait = bleeder
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add = 50
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}
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modifier = {
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has_trait = dull
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add = 20
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}
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modifier = {
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has_trait = intellect_bad_1
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factor = 1.1
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}
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modifier = {
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has_trait = intellect_bad_2
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factor = 1.25
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}
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modifier = {
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has_trait = intellect_bad_3
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factor = 1.5
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}
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modifier = {
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has_trait = physique_bad_1
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factor = 1.1
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}
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modifier = {
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has_trait = physique_bad_2
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factor = 1.25
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}
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modifier = {
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has_trait = physique_bad_3
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factor = 1.5
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}
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custom_tooltip = {
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text = travel.zr_death
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}
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send_interface_toast = {
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title = travel.zr_death
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left_icon = root
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death = {
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death_reason = death_mine_explosion
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}
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}
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}
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}
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ai_chance = {
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base = 20
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}
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}
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option = { #You find a better way
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name = NEOW_travel_event.0001.b
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trigger = {
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OR = {
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has_trait = adventurer
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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 >= 90
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}
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}
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}
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custom_tooltip = {
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text = travel.zr_escaped
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}
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stress_impact = {
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brave = minor_stress_impact_gain
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impatient = medium_stress_impact_gain
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craven = minor_stress_impact_loss
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patient = medium_stress_impact_loss
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}
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add_prestige = 150
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send_interface_toast = {
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title = travel.zr_survived
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left_icon = root
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}
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current_travel_plan = {
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delay_travel_plan = {
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days = 7
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = { #You take the losses and turn back
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name = NEOW_travel_event.0001.c
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custom_tooltip = {
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text = travel.zr_escaped_long_way
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}
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stress_impact = {
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diligent = minor_stress_impact_gain
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brave = medium_stress_impact_gain
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impatient = major_stress_impact_gain
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lazy = minor_stress_impact_loss
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craven = medium_stress_impact_loss
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patient = major_stress_impact_loss
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}
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add_prestige = -150
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send_interface_toast = {
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title = travel.zr_survived
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left_icon = root
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}
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current_travel_plan = {
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delay_travel_plan = {
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months = 1
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}
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}
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ai_chance = {
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base = 80
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}
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}
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}
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Reference in a new issue