idk why I dont have a cursor
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256
common/scripted_triggers/00_travel_triggers.txt
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256
common/scripted_triggers/00_travel_triggers.txt
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is_location_valid_for_travel_event_on_land = {
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location = {
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exists = county #This will exclude sea provinces, impassable provinces, river provinces, etc
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}
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}
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is_guard_type_character_trigger = {
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OR = {
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has_court_position = bodyguard_court_position
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has_court_position = akolouthos_court_position
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is_knight_of = root
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has_council_position = councillor_marshal
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save_temporary_scope_as = guard_check
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AND = {
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root.current_travel_plan = {
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scope:guard_check = { is_travel_entourage_character = yes }
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}
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is_available_travelling_adult = yes
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is_healthy = yes
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prowess > low_skill_rating
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can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
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}
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}
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}
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is_character_not_specialized_in_terrain = { #Used in character scope
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save_temporary_scope_as = character_in_terrain
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is_location_valid_for_travel_event_on_land = yes
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location = { #Is it reasonable for us to get lost, etc in this type of terrain?
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switch = {
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trigger = terrain
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jungle = {
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scope:character_in_terrain = {
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NOT = { has_trait = jungle_stalker }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = jungle_stalker }
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}
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}
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}
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desert = {
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scope:character_in_terrain = {
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NOT = { has_trait = desert_warrior }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = desert_warrior }
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}
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}
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}
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drylands = {
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scope:character_in_terrain = {
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NOT = { has_trait = desert_warrior }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = desert_warrior }
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}
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}
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}
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desert_mountains = {
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scope:character_in_terrain = {
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NOT = { has_trait = desert_warrior }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = desert_warrior }
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}
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}
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}
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oasis = {
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scope:character_in_terrain = {
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NOT = { has_trait = desert_warrior }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = desert_warrior }
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}
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}
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}
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mountains = {
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scope:character_in_terrain = {
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NOT = { has_trait = desert_warrior }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = desert_warrior }
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}
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}
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}
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wetlands = {
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scope:character_in_terrain = {
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NOT = { has_trait = desert_warrior }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = desert_warrior }
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}
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}
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}
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hills = {
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scope:character_in_terrain = {
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NOT = { has_trait = desert_warrior }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = desert_warrior }
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}
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}
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}
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farmlands = {
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scope:character_in_terrain = {
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NOT = { has_trait = open_terrain_expert }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = open_terrain_expert }
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}
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}
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}
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plains = {
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scope:character_in_terrain = {
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NOT = { has_trait = open_terrain_expert }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = open_terrain_expert }
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}
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}
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}
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steppe = {
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scope:character_in_terrain = {
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NOT = { has_trait = open_terrain_expert }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = open_terrain_expert }
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}
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}
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}
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forest = {
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scope:character_in_terrain = {
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NOT = { has_trait = forest_fighter }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = forest_fighter }
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}
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}
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}
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taiga = {
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scope:character_in_terrain = {
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NOT = { has_trait = forest_fighter }
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current_travel_plan.travel_leader ?= {
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NOT = { has_trait = forest_fighter }
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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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has_sea_danger_type = {
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is_sea_province = yes
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OR = {
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = sea
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = coastal_sea
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}
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}
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}
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has_terrain_danger_type = {
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OR = {
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = hills
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = forest
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = mountains
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = desert_mountains
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = wetlands
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = floodplains
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = drylands
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = desert
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = jungle
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}
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travel_danger_type = {
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travel_plan = $TRAVEL$
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terrain = steppe
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}
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}
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}
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is_nomadic_location_trigger = {
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geographical_region = world_steppe
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culture = {
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OR = {
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has_cultural_pillar = heritage_mongolic
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has_cultural_pillar = heritage_turkic
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has_cultural_pillar = heritage_ugro_permian
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}
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}
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}
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is_snowy_rural_scandinavia_location_trigger = {
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location = {
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OR = {
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has_holding = no
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has_holding_type = tribal_holding
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}
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geographical_region = world_europe_north
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}
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location_has_winter_trigger = yes
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}
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### EP2 BACKGROUND TRIGGERS
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# Checks that a character is traveling to or from an activity and is not currently participating in an activity
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is_travelling_not_at_activity = {
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is_travelling = yes
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trigger_if = {
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limit = { exists = involved_activity }
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has_activity_state = travel
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}
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}
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# Checks that a character is traveling, but currently at an activity and not actually moving around the map
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is_travelling_at_activity = {
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is_travelling = yes
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trigger_if = {
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limit = { exists = involved_activity }
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NOT = { has_activity_state = travel }
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}
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}
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#update this if a new travel point of interest is added to the game, although currently it's only used in 1 laamp task contract
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has_any_travel_poi_trigger = {
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OR = {
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has_travel_point_of_interest = poi_capitals
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has_travel_point_of_interest = poi_special_buildings_martial
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has_travel_point_of_interest = poi_special_buildings_learning
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has_travel_point_of_interest = poi_special_buildings_religious
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has_travel_point_of_interest = poi_special_buildings_diplomatic
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has_travel_point_of_interest = poi_grand_city
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has_travel_point_of_interest = poi_special_buildings_wonder
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has_travel_point_of_interest = poi_special_buildings_economic
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has_travel_point_of_interest = poi_mausoleum_at_halicarnassus
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has_travel_point_of_interest = poi_lighthouse_of_alexandria
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has_travel_point_of_interest = poi_natural_feature
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}
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}
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