unfucking the mod
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cbe3fbcda2
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1167 changed files with 26982 additions and 13 deletions
483
events/dlc/ep1/ep1_fund_inspiration_events_oltner.txt
Normal file
483
events/dlc/ep1/ep1_fund_inspiration_events_oltner.txt
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@ -0,0 +1,483 @@
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namespace = fund_inspiration
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# Adventurer fights a bandit
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# Adventurer travels through beast-infested terrain
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# Adventurer fights a bandit
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fund_inspiration.9000 = {
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type = character_event
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title = fund_inspiration.9000.t
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desc = fund_inspiration.9000.desc
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theme = war
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left_portrait = {
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character = scope:adventurer
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animation = worry
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}
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right_portrait = {
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character = scope:bandit
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animation = throne_room_one_handed_passive_1
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}
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override_background = {
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reference = wilderness_scope
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}
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cooldown = { years = 5 }
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trigger = {
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exists = scope:inspiration
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scope:inspiration_owner = {
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exists = var:adventure_destination
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exists = var:adventure_type
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NOR = {
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has_character_flag = fund_adventure_inspiration_event_cooldown
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}
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exists = location
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any_pool_character = {
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province = scope:inspiration_owner.location
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is_available_ai_adult = yes
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}
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}
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}
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immediate = {
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scope:inspiration_owner = {
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save_scope_as = adventurer
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location.barony.title_province = { save_scope_as = background_wilderness_scope }
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random_pool_character = {
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province = location.barony.title_province
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limit = {
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is_available_ai_adult = yes
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}
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weight = {
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base = 10
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modifier = {
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can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = THIS }
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add = 100
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}
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}
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save_scope_as = bandit
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}
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}
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}
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option = {
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name = fund_inspiration.9000.a
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scope:adventurer = {
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duel = {
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skill = intrigue
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target = scope:bandit
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2 = {
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desc = fund_inspiration.9000.a.critical_success
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compare_modifier = {
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value = scope:duel_value
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}
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root = {
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send_interface_toast = {
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title = fund_inspiration.9000.a.critical_success
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left_icon = scope:adventurer
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scope:inspiration = { change_inspiration_progress = 2 }
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scope:bandit = {
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pay_short_term_gold = {
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target = root
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gold = medium_gold_value
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}
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}
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hidden_effect = { # The adventurer also gains some gold!
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scope:bandit = {
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pay_short_term_gold = {
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target = scope:adventurer
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gold = medium_gold_value
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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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8 = {
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desc = fund_inspiration.9000.a.success
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compare_modifier = {
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value = scope:duel_value
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}
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root = {
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send_interface_toast = {
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title = fund_inspiration.9000.a.success
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left_icon = scope:adventurer
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scope:inspiration = { change_inspiration_progress = 1 }
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}
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}
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}
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8 = {
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desc = fund_inspiration.9000.a.failure
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compare_modifier = {
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value = scope:duel_value
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multiplier = -1
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}
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root = {
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send_interface_toast = {
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title = fund_inspiration.9000.a.failure
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left_icon = scope:adventurer
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scope:adventurer = {
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increase_wounds_effect = { REASON = fight }
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}
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scope:inspiration = { change_inspiration_progress = -2 }
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}
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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 = 4
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modifier = {
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add = scope:adventurer.intrigue
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}
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modifier = {
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add = {
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value = scope:bandit.intrigue
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multiply = -1
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}
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}
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}
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}
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option = {
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name = fund_inspiration.9000.b
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scope:adventurer = {
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duel = {
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skill = prowess
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target = scope:bandit
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1 = {
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desc = fund_inspiration.9000.b.critical_success
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compare_modifier = {
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value = scope:duel_value
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}
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root = {
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send_interface_toast = {
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title = fund_inspiration.9000.b.critical_success
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left_icon = scope:adventurer
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scope:adventurer = {
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if = {
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limit = {
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NOR = {
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has_trait = compassionate
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ai_compassion >= high_positive_ai_value
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}
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}
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hidden_effect = {
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scope:bandit = {
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death = {
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death_reason = death_duel
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killer = scope:adventurer
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}
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}
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}
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custom_tooltip = fund_inspiration.9000.b.boil_skull
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scope:inspiration_owner = {
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change_artifact_quality_effect = { AMOUNT = 4 }
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}
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root = {
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hidden_effect_new_object = {
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create_artifact_pedestal_human_skull_effect = {
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OWNER = root
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CREATOR = scope:adventurer
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DESKULLED = scope:bandit
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}
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scope:newly_created_artifact = {
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set_artifact_description = artifact_bandit_skull
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}
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}
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}
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}
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else = {
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scope:bandit = {
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death = {
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death_reason = death_duel
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killer = scope:adventurer
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}
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scope:inspiration_owner = {
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change_artifact_quality_effect = { AMOUNT = 4 }
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}
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scope:inspiration = { change_inspiration_progress = 1 }
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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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11 = {
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desc = fund_inspiration.9000.b.success
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compare_modifier = {
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value = scope:duel_value
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}
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root = {
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send_interface_toast = {
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title = fund_inspiration.9000.b.success
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left_icon = scope:adventurer
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scope:adventurer = {
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scope:bandit = {
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increase_wounds_effect = { REASON = fight }
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}
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scope:inspiration_owner = {
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change_artifact_quality_effect = { AMOUNT = 2 }
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}
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}
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}
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}
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}
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8 = {
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desc = fund_inspiration.9000.b.failure
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compare_modifier = {
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value = scope:duel_value
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multiplier = -1
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}
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root = {
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send_interface_toast = {
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title = fund_inspiration.9000.b.failure
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left_icon = scope:adventurer
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scope:adventurer = {
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increase_wounds_effect = { REASON = fight }
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}
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}
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}
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}
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1 = {
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desc = fund_inspiration.9000.b.critical_failure
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compare_modifier = {
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value = scope:duel_value
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multiplier = -1
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}
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root = {
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send_interface_toast = {
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title = fund_inspiration.9000.b.critical_failure
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left_icon = scope:adventurer
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scope:adventurer = {
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death = {
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death_reason = death_duel
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killer = scope:bandit
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}
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}
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}
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}
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}
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}
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}
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ai_chance = {
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base = 4
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modifier = {
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add = scope:adventurer.prowess
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}
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modifier = {
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add = {
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value = scope:bandit.prowess
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multiply = -1
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}
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}
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}
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}
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option = {
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name = fund_inspiration.9000.c
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pay_short_term_gold = {
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target = scope:bandit
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gold = minor_gold_value
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}
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ai_chance = {
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base = 8
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modifier = {
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factor = 2
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ai_compassion >= medium_positive_ai_value
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}
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modifier = {
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factor = 0.1
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OR = {
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has_trait = stubborn
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has_trait = wrathful
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has_trait = greedy
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}
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}
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modifier = {
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factor = 0
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gold < 0
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}
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}
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}
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}
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# Adventurer travels through beast-infested terrain
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fund_inspiration.9100 = {
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type = character_event
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title = fund_inspiration.9100.t
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desc = fund_inspiration.9100.desc
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theme = war
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left_portrait = {
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character = scope:adventurer
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scripted_animation = duel_wield_weapon
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}
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override_background = {
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reference = wilderness_scope
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}
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cooldown = { years = 5 }
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trigger = {
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exists = scope:inspiration
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scope:inspiration_owner = {
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exists = var:adventure_destination
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exists = var:adventure_type
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NOR = {
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has_character_flag = fund_adventure_inspiration_event_cooldown
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has_trait = humble
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has_trait = content
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}
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exists = location
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}
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}
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immediate = {
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scope:inspiration_owner = {
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save_scope_as = adventurer
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location.barony.title_province = { save_scope_as = background_wilderness_scope }
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scope:adventurer = {
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select_local_animal_effect = { TYPE = dangerous } # Save scope to limit possible animals: any/big/small/dangerous/harmless/prowling
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}
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}
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}
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option = {
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name = fund_inspiration.9100.a
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scope:adventurer = {
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duel = {
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skill = learning
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value = 8
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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desc = fund_inspiration.9100.a.success
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root = {
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send_interface_toast = {
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title = fund_inspiration.9100.a.success
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left_icon = scope:adventurer
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scope:inspiration = { change_inspiration_progress = 2 }
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}
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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desc = fund_inspiration.9100.a.failure
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send_interface_toast = {
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title = fund_inspiration.9100.a.failure
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left_icon = scope:adventurer
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root = {
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scope:adventurer = {
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increase_wounds_effect = { REASON = fight }
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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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ai_chance = {
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base = 4
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modifier = {
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add = scope:adventurer.learning
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}
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}
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}
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option = {
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name = fund_inspiration.9100.b
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scope:adventurer = {
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duel = {
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skill = prowess
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value = 8
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = 3.5
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min = -49
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}
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desc = fund_inspiration.9100.b.success
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root = {
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send_interface_toast = {
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title = fund_inspiration.9100.b.success
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left_icon = scope:adventurer
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scope:inspiration_owner = {
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change_artifact_quality_effect = { AMOUNT = 3 }
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}
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scope:inspiration = { change_inspiration_progress = 1 }
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}
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}
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}
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50 = {
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compare_modifier = {
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value = scope:duel_value
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multiplier = -3.5
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min = -49
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}
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desc = fund_inspiration.9100.b.failure
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root = {
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send_interface_toast = {
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title = fund_inspiration.9100.b.failure
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left_icon = scope:adventurer
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scope:adventurer = {
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increase_wounds_effect = { REASON = fight }
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random = {
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chance = 25
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custom_tooltip = fund_inspiration.9100.b.maimed
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hidden_effect = {
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maimed_in_battle_effect = yes
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}
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}
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}
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}
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}
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}
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}
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}
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ai_chance = {
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base = 4
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modifier = {
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add = scope:adventurer.prowess
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}
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}
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}
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option = {
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name = fund_inspiration.9100.c
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scope:inspiration = { change_inspiration_progress = -1 }
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ai_chance = {
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base = 4
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modifier = {
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factor = 2
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ai_compassion >= medium_positive_ai_value
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}
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}
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}
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}
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Reference in a new issue