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:
parent
6f8016462e
commit
0bd160102d
6 changed files with 533 additions and 2 deletions
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@ -561,8 +561,8 @@ zone_rouge_01 = {
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}
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province_modifier = {
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travel_danger = 20
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defender_holding_advantage = 1
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travel_danger = 30
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defender_holding_advantage = 2
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holding_build_gold_cost = 0.15
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build_gold_cost = 0.15
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build_speed = 0.15
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@ -16,6 +16,8 @@ on_travel_plan_movement = {
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adventurer_encourage_relationships_on_action
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migration_events_on_action
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delay = { days = 1 }
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zone_rouge_death_event
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delay = { days = 10 }
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}
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events = {
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@ -2097,3 +2099,20 @@ adventurer_encourage_relationships_on_action = {
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100 = ep3_travel_option_events.0004
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}
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}
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#Arriving in the Zone Rouge
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zone_rouge_death_event = {
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trigger = {
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current_travel_plan = {
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current_location = {
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has_building_with_flag = {
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flag = travel_point_of_interest_zone_rouge
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}
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}
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}
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}
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random_events = {
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85 = 0
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15 = NEOW_travel_event.0001
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}
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}
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@ -7,5 +7,6 @@
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LIFESTYLE = wanderer
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VALUE = travel_minor_lifestyle_xp
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}
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custom_tooltip = zone_rouge_danger
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}
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}
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495
events/travel_events/NEOW_travel_events.txt
Normal file
495
events/travel_events/NEOW_travel_events.txt
Normal file
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@ -0,0 +1,495 @@
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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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@ -0,0 +1,2 @@
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l_english:
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zone_rouge_danger: "#negative_value This land is dangerous!"
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@ -0,0 +1,14 @@
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l_english:
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NEOW_travel_event.0001.t:0 "Lost in No Man's Land"
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NEOW_travel_event.0001.desc:0 "As we make our way through No Man's Land, the road starts to slowly disappear into a narrow trail and as we continue we encounter signs that seem to indicate some kind of danger. As I look in front, I can see a clear path to our destination, but the signs worry me. I heard stories of people going missing in these woods, or people getting badly injured. \n\nAs I contemplated my next move, the entourage stopped and waited for my orders. Then someone asks me "Sir, should we continue down this path?""
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NEOW_travel_event.0001.a:0 "It can't be that bad, can it?"
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NEOW_travel_event.0001.b:0 "I think i can see a better and a safer route!"
|
||||
NEOW_travel_event.0001.c:0 "We should turn back and find a safer road."
|
||||
travel.zr_safe:0 "You managed to avoid everything in the land of no man, coming out alive."
|
||||
travel.zr_wounded:0 "You fall down a pretty deep hole, how did it even get there?"
|
||||
travel.zr_badly_wounded:0 "You step on something sharp, it hurts real bad, but luckily it didn't explode."
|
||||
travel.zr_very_badly_wounded:0 "Somehow, you dodge a massive explosion, but parts of your skin were left behind."
|
||||
travel.zr_death:0 "You probably shouldn't stepped on tha-..."
|
||||
travel.zr_survived:0 "You manage to survive the "land of explosions.""
|
||||
travel.zr_escaped:0 "You manage to find a slower but safe road and leave these lands without any injury."
|
||||
travel.zr_escaped_long_way:0 "You manage to find a slower but safe road and leave these lands without any injury. However, you lost a lot of time."¨
|
||||
Loading…
Add table
Add a link
Reference in a new issue