unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
3442
events/test_events/debug.txt
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3442
events/test_events/debug.txt
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117
events/test_events/debug_portraits.txt
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117
events/test_events/debug_portraits.txt
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namespace = debug_portraits
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debug_portraits.1 = {
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scope = none
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hidden = yes
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immediate = {
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character:animation_test_female = { make_unprunable = yes }
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character:animation_test_male = { make_unprunable = yes }
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character:animation_test_dwarf_female = { make_unprunable = yes }
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character:animation_test_dwarf_male = { make_unprunable = yes }
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character:animation_test_fat_dwarf_female = { make_unprunable = yes }
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character:animation_test_fat_dwarf_male = { make_unprunable = yes }
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character:animation_test_female_pregnant = { make_unprunable = yes }
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character:animation_test_hunchbacked_female = { make_unprunable = yes }
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character:animation_test_hunchbacked_male = { make_unprunable = yes }
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character:animation_test_female_child = { make_unprunable = yes }
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character:animation_test_male_child = { make_unprunable = yes }
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character:animation_test_muscular_female = { make_unprunable = yes }
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character:animation_test_muscular_male = { make_unprunable = yes }
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}
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}
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debug_portraits.2 = { # Max Portraits in Event Window
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type = character_event
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title = LOREM_IPSUM_TITLE
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desc = LOREM_IPSUM_DESCRIPTION
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theme = lighting_test
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orphan = yes
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left_portrait = {
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character = scope:portrait_1
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animation = wedding_priest
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}
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right_portrait = {
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character = scope:portrait_2
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animation = wedding_priest
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}
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center_portrait = {
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character = scope:portrait_3
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animation = wedding_priest
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}
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lower_right_portrait = scope:portrait_4
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lower_center_portrait = scope:portrait_5
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lower_left_portrait = scope:portrait_6
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immediate = {
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random_ruler = {
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save_scope_as = portrait_1
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}
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random_ruler = {
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save_scope_as = portrait_2
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}
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random_ruler = {
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save_scope_as = portrait_3
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}
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random_ruler = {
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save_scope_as = portrait_4
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}
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random_ruler = {
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save_scope_as = portrait_5
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}
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random_ruler = {
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save_scope_as = portrait_6
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}
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}
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option = {
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name = LOREM_IPSUM_TITLE
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}
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}
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debug_portraits.3 = {
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type = activity_event
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title = LOREM_IPSUM_TITLE
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desc = LOREM_IPSUM_DESCRIPTION
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theme = lighting_test
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orphan = yes
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override_background = {
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# change me to change the event background (00_event_backgrounds.txt)
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reference = activity_feast
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}
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left_portrait = {
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character = root
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animation = personality_honorable
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}
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center_portrait = {
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character = scope:activity_guest1
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animation = personality_rational
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}
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right_portrait = {
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character = scope:activity_guest2
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animation = personality_irrational
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}
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immediate = {
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involved_activity = {
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random_attending_character = {
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save_scope_as = activity_guest1
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}
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random_attending_character = {
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save_scope_as = activity_guest2
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}
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}
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}
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option = {
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name = LOREM_IPSUM_TITLE
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}
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}
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104
events/test_events/insult_poetry.txt
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104
events/test_events/insult_poetry.txt
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# Insult another character... in rhyme!
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namespace = insult_poetry
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#Base event structure
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insult_poetry.0001 = {
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type = character_event
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title = insult_poetry.0001.t
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orphan = yes
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desc = {
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triggered_desc = {
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trigger = {
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scope:actor != scope:recipient
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}
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desc = insult_poetry.0001.from_other
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}
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random_valid = {
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:a }
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desc = insult_poetry_line_1_a_01
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:a }
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desc = insult_poetry_line_1_a_02
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:b }
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desc = insult_poetry_line_1_b_01
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:b }
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desc = insult_poetry_line_1_b_02
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:c }
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desc = insult_poetry_line_1_c_01
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:c }
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desc = insult_poetry_line_1_c_02
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}
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}
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random_valid = {
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:a }
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desc = insult_poetry_line_2_a_01
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:a }
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desc = insult_poetry_line_2_a_02
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:b }
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desc = insult_poetry_line_2_b_01
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:b }
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desc = insult_poetry_line_2_b_02
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:c }
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desc = insult_poetry_line_2_c_01
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}
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triggered_desc = {
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trigger = { scope:rhyme_group = flag:c }
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desc = insult_poetry_line_2_c_02
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}
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}
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}
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theme = learning
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left_portrait = {
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character = scope:actor
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animation = schadenfreude
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}
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immediate = {
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random_list = {
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1 = {
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save_scope_value_as = {
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name = rhyme_group
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value = flag:a
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}
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}
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1 = {
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save_scope_value_as = {
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name = rhyme_group
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value = flag:b
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}
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}
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1 = {
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save_scope_value_as = {
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name = rhyme_group
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value = flag:c
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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 = insult_poetry.0001.a
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}
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}
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317
events/test_events/poetry_events.txt
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317
events/test_events/poetry_events.txt
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# Can we generate sensible poems?
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# Probably not, let's try.
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namespace = poetry
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poetry.0001 = {
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type = character_event
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orphan = yes
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desc = {
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# First line
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random_valid = {
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_one
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}
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}
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desc = first_line_text_set_1_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_one
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}
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}
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desc = first_line_text_set_1_B
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_two
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}
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}
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desc = first_line_text_set_2_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_two
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}
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}
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desc = first_line_text_set_2_B
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}
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}
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desc = poetry_line_break
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# Second line
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random_valid = {
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_one
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}
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}
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desc = second_line_text_set_1_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_one
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}
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}
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desc = second_line_text_set_1_B
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_two
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}
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}
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desc = second_line_text_set_2_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_first_and_second_lines = flag:set_two
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}
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}
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desc = second_line_text_set_2_B
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}
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}
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desc = poetry_line_break
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# Third line
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random_valid = {
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_one
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}
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}
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desc = third_line_text_set_1_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_one
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}
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}
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desc = third_line_text_set_1_B
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_two
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}
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}
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desc = third_line_text_set_2_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_two
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}
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}
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desc = third_line_text_set_2_B
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}
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}
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desc = poetry_line_break
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# Fourth line
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random_valid = {
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_one
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}
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}
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desc = fourth_line_text_set_1_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_one
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}
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}
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desc = fourth_line_text_set_1_B
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_two
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}
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}
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desc = fourth_line_text_set_2_A
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}
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triggered_desc = {
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trigger = {
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ROOT = {
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var:text_set_third_and_fourth_lines = flag:set_two
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}
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}
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desc = fourth_line_text_set_2_B
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}
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}
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}
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left_portrait = root
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theme = learning
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immediate = {
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# Roll for first and second line:
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random_list = {
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25 = {
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root = {
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set_variable = {
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name = text_set_first_and_second_lines
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value = flag:set_one
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}
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}
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}
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25 = {
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root = {
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set_variable = {
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name = text_set_first_and_second_lines
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value = flag:set_two
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}
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}
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}
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}
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# Roll for third and fourth lines:
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random_list = {
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25 = {
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root = {
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set_variable = {
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name = text_set_third_and_fourth_lines
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value = flag:set_one
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}
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}
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}
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25 = {
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root = {
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set_variable = {
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name = text_set_third_and_fourth_lines
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value = flag:set_two
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}
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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 = OK_BUTTON
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}
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}
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poetry.0002 = {
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type = character_event
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title = poetry.0002.t
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orphan = yes
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desc = {
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random_valid = {
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desc = 0002.blank_verse_line_1_A
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desc = 0002.blank_verse_line_1_B
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desc = 0002.blank_verse_line_1_C
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desc = 0002.blank_verse_line_1_D
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}
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desc = poetry_line_break
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random_valid = {
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desc = 0002.blank_verse_line_2_A
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desc = 0002.blank_verse_line_2_B
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desc = 0002.blank_verse_line_2_C
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desc = 0002.blank_verse_line_2_D
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}
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desc = poetry_line_break
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random_valid = {
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desc = 0002.blank_verse_line_3_A
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desc = 0002.blank_verse_line_3_B
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desc = 0002.blank_verse_line_3_C
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desc = 0002.blank_verse_line_3_D
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}
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desc = poetry_line_break
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random_valid = {
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desc = 0002.blank_verse_line_4_A
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desc = 0002.blank_verse_line_4_B
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desc = 0002.blank_verse_line_4_C
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desc = 0002.blank_verse_line_4_D
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}
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}
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theme = learning
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option = {
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name = OK_BUTTON
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}
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}
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# Blank verse with themed words
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# Okay, so this should result in 4 lines, where each line is a relevant theme word.
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# Theme word type (specific_noun_one, abstract_noun_one, etc.) is set by which custom('') text is asked for in loc.
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# This means that if you want a single line to have the potential to get two different word types, you have to create a new "sub" random_valid choosing between two loc strings with identical text, but which asks for a different custom('') text.
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# Poem responsibly.
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poetry.0003 = {
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type = character_event
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title = poetry.0003.t
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orphan = yes
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desc = {
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triggered_desc = {
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trigger = { scope:recipient != scope:actor }
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desc = {
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desc = 0003.poetry_from
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desc = poetry_line_break
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desc = poetry_line_break
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}
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}
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random_valid = {
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desc = 0003.line_1_A
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desc = 0003.line_1_B
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#desc = 0003.line_1_C
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#desc = 0003.line_1_D
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}
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desc = poetry_line_break
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random_valid = {
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desc = 0003.line_2_A
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desc = 0003.line_2_B
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#desc = 0003.line_2_C
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#desc = 0003.line_2_D
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}
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desc = poetry_line_break
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random_valid = {
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desc = 0003.line_3_A
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desc = 0003.line_3_B
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#desc = 0003.line_3_C
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#desc = 0003.line_3_D
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}
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desc = poetry_line_break
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random_valid = {
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desc = 0003.line_4_A
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desc = 0003.line_4_B
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#desc = 0003.line_4_C
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#desc = 0003.line_4_D
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}
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}
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theme = learning
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immediate = {
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random_list = {
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25 = {
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set_variable = {
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name = poetry_theme
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value = flag:nobility
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}
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}
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25 = {
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set_variable = {
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name = poetry_theme
|
||||
value = flag:romance
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = OK_BUTTON
|
||||
}
|
||||
}
|
||||
207
events/test_events/test_activity_events.txt
Normal file
207
events/test_events/test_activity_events.txt
Normal file
|
|
@ -0,0 +1,207 @@
|
|||
namespace = test_activity_events
|
||||
|
||||
test_activity_events.1 = {
|
||||
type = activity_event
|
||||
title = test_activity_events.1.t
|
||||
desc = test_activity_events.1.desc
|
||||
left_portrait = root
|
||||
right_portrait = root.primary_heir
|
||||
|
||||
theme = stewardship_wealth_focus
|
||||
orphan = yes
|
||||
|
||||
widget = {
|
||||
gui = "event_window_widget_stress"
|
||||
container = "custom_widgets_container"
|
||||
}
|
||||
|
||||
immediate = {
|
||||
save_scope_as = stress_character # For stress widget
|
||||
add_gold = 1337
|
||||
}
|
||||
|
||||
option = {
|
||||
name = test_activity_events.1.a
|
||||
primary_heir = { add_prestige = 42 }
|
||||
}
|
||||
option = {
|
||||
name = test_activity_events.1.b
|
||||
add_piety = 420
|
||||
}
|
||||
}
|
||||
|
||||
test_activity_events.2 = {
|
||||
type = activity_event
|
||||
title = debug_main
|
||||
desc = debug_main
|
||||
theme = ep2_video_test
|
||||
orphan = yes
|
||||
|
||||
option = {
|
||||
name = debug_main
|
||||
}
|
||||
}
|
||||
|
||||
test_activity_events.3 = {
|
||||
type = activity_event
|
||||
window = activity_locale_fullscreen_event_widget
|
||||
title = debug_main
|
||||
desc = debug_main
|
||||
theme = default
|
||||
orphan = yes
|
||||
|
||||
option = {
|
||||
name = debug_main
|
||||
}
|
||||
}
|
||||
|
||||
test_activity_events.4 = { # Max Portraits in Event Window
|
||||
type = activity_event
|
||||
title = LOREM_IPSUM_TITLE
|
||||
desc = LOREM_IPSUM_DESCRIPTION
|
||||
theme = realm
|
||||
orphan = yes
|
||||
|
||||
left_portrait = {
|
||||
character = scope:portrait_1
|
||||
animation = wedding_priest
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:portrait_2
|
||||
animation = wedding_priest
|
||||
}
|
||||
|
||||
center_portrait = {
|
||||
character = scope:portrait_3
|
||||
animation = wedding_priest
|
||||
}
|
||||
|
||||
|
||||
lower_right_portrait = scope:portrait_4
|
||||
lower_center_portrait = scope:portrait_5
|
||||
lower_left_portrait = scope:portrait_6
|
||||
|
||||
immediate = {
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_1
|
||||
}
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_2
|
||||
}
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_3
|
||||
}
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_4
|
||||
}
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_5
|
||||
}
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_6
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = LOREM_IPSUM_TITLE
|
||||
}
|
||||
|
||||
option = {
|
||||
name = LOREM_IPSUM_TITLE
|
||||
}
|
||||
|
||||
option = {
|
||||
name = LOREM_IPSUM_TITLE
|
||||
}
|
||||
|
||||
option = {
|
||||
name = LOREM_IPSUM_TITLE
|
||||
}
|
||||
}
|
||||
|
||||
test_activity_events.5 = { # Camera override in event wndow
|
||||
type = activity_event
|
||||
title = LOREM_IPSUM_TITLE
|
||||
desc = LOREM_IPSUM_DESCRIPTION
|
||||
theme = realm
|
||||
orphan = yes
|
||||
|
||||
left_portrait = scope:portrait_1
|
||||
|
||||
center_portrait = {
|
||||
character = scope:portrait_3
|
||||
camera = camera_event_right
|
||||
}
|
||||
|
||||
right_portrait = {
|
||||
character = scope:portrait_2
|
||||
camera = camera_event_right
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_1
|
||||
}
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_2
|
||||
}
|
||||
random_ruler = {
|
||||
save_scope_as = portrait_3
|
||||
}
|
||||
}
|
||||
|
||||
option = {
|
||||
name = LOREM_IPSUM_TITLE
|
||||
}
|
||||
}
|
||||
|
||||
## Test transitions
|
||||
test_activity_events.10 = {
|
||||
type = activity_event
|
||||
title = LOREM_IPSUM_TITLE
|
||||
desc = LOREM_IPSUM_DESCRIPTION
|
||||
left_portrait = root
|
||||
right_portrait = root.primary_heir
|
||||
theme = tournament_archery_pivotal
|
||||
window = tournament_fullscreen_pivotal_event_widget
|
||||
orphan = yes
|
||||
|
||||
override_transition = {
|
||||
trigger = {
|
||||
exists = var:progress_to_victory
|
||||
var:progress_to_victory > 75
|
||||
}
|
||||
reference = debug_test_transition_1
|
||||
}
|
||||
override_transition = {
|
||||
trigger = {
|
||||
exists = var:progress_to_victory
|
||||
var:progress_to_victory <= 75
|
||||
var:progress_to_victory > 25
|
||||
}
|
||||
reference = debug_test_transition_2
|
||||
}
|
||||
override_transition = {
|
||||
trigger = {
|
||||
exists = var:progress_to_victory
|
||||
var:progress_to_victory <= 25
|
||||
}
|
||||
reference = debug_test_transition_3
|
||||
}
|
||||
|
||||
orphan = yes
|
||||
|
||||
immediate = {
|
||||
add_gold = 1337
|
||||
}
|
||||
|
||||
option = {
|
||||
name = test_activity_events.1.a
|
||||
primary_heir = { add_prestige = 42 }
|
||||
}
|
||||
option = {
|
||||
name = test_activity_events.1.b
|
||||
add_piety = 420
|
||||
}
|
||||
}
|
||||
167
events/test_events/test_court_events.txt
Normal file
167
events/test_events/test_court_events.txt
Normal file
|
|
@ -0,0 +1,167 @@
|
|||
namespace = test_court_events
|
||||
|
||||
test_court_events.1 = {
|
||||
type = court_event
|
||||
title = test_court_events.1.t
|
||||
desc = test_court_events.1.desc
|
||||
left_portrait = root
|
||||
right_portrait = root.primary_heir
|
||||
|
||||
theme = stewardship_wealth_focus
|
||||
orphan = yes
|
||||
|
||||
court_scene = {
|
||||
button_position_character = primary_heir
|
||||
roles = {
|
||||
primary_heir = {
|
||||
group = event_group
|
||||
}
|
||||
primary_spouse = {
|
||||
group = event_group
|
||||
animation = flirtation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
widget = {
|
||||
gui = "event_window_widget_stress"
|
||||
container = "custom_widgets_container"
|
||||
}
|
||||
|
||||
immediate = {
|
||||
save_scope_as = stress_character # For stress widget
|
||||
add_gold = 1337
|
||||
}
|
||||
|
||||
option = {
|
||||
name = test_court_events.1.a
|
||||
primary_heir = { add_prestige = 42 }
|
||||
}
|
||||
option = {
|
||||
name = test_court_events.1.b
|
||||
add_piety = 420
|
||||
}
|
||||
}
|
||||
|
||||
test_court_events.2 = {
|
||||
type = court_event
|
||||
title = test_court_events.1.t
|
||||
desc = test_court_events.1.desc
|
||||
left_portrait = root
|
||||
right_portrait = root.primary_heir
|
||||
|
||||
theme = stewardship_wealth_focus
|
||||
orphan = yes
|
||||
|
||||
court_scene = {
|
||||
button_position_character = scope:person_1
|
||||
roles = {
|
||||
scope:person_1 = event_group
|
||||
scope:person_2 = event_group
|
||||
scope:person_3 = event_group
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
random_courtier_or_guest = {
|
||||
limit = {
|
||||
not = {
|
||||
has_variable = in_debug_court_event
|
||||
}
|
||||
}
|
||||
save_scope_as = person_1
|
||||
set_variable = in_debug_court_event
|
||||
}
|
||||
random_courtier_or_guest = {
|
||||
limit = {
|
||||
nor = {
|
||||
this = scope:person_1
|
||||
has_variable = in_debug_court_event
|
||||
}
|
||||
}
|
||||
save_scope_as = person_2
|
||||
set_variable = in_debug_court_event
|
||||
}
|
||||
random_courtier_or_guest = {
|
||||
limit = {
|
||||
nor = {
|
||||
this = scope:person_1
|
||||
this = scope:person_2
|
||||
has_variable = in_debug_court_event
|
||||
}
|
||||
}
|
||||
save_scope_as = person_3
|
||||
set_variable = in_debug_court_event
|
||||
}
|
||||
add_gold = 1337
|
||||
}
|
||||
|
||||
option = {
|
||||
name = test_court_events.1.a
|
||||
scope:person_1 = { add_prestige = 42 }
|
||||
}
|
||||
option = {
|
||||
name = test_court_events.1.b
|
||||
add_piety = 420
|
||||
}
|
||||
|
||||
after = {
|
||||
scope:person_1 = { remove_variable = in_debug_court_event }
|
||||
scope:person_2 = { remove_variable = in_debug_court_event }
|
||||
scope:person_3 = { remove_variable = in_debug_court_event }
|
||||
}
|
||||
}
|
||||
|
||||
test_court_events.3 = {
|
||||
type = court_event
|
||||
title = test_court_events.1.t
|
||||
desc = test_court_events.1.desc
|
||||
left_portrait = root
|
||||
right_portrait = root.primary_heir
|
||||
|
||||
theme = stewardship_wealth_focus
|
||||
orphan = yes
|
||||
|
||||
court_scene = {
|
||||
button_position_character = primary_heir
|
||||
roles = {
|
||||
primary_heir = {
|
||||
group = event_group
|
||||
}
|
||||
primary_spouse = {
|
||||
group = event_group
|
||||
animation = flirtation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
widget = {
|
||||
gui = "event_window_widget_stress"
|
||||
container = "custom_widgets_container"
|
||||
}
|
||||
|
||||
immediate = {
|
||||
save_scope_as = stress_character # For stress widget
|
||||
add_gold = 1337
|
||||
}
|
||||
|
||||
option = {
|
||||
name = test_court_events.1.a
|
||||
add_gold = 1337
|
||||
add_prestige = 50
|
||||
add_piety = 50
|
||||
primary_heir = {
|
||||
add_gold = 1337
|
||||
add_prestige = 50
|
||||
add_piety = 50
|
||||
}
|
||||
random_list = {
|
||||
5 = {
|
||||
add_dread = 10
|
||||
}
|
||||
5 = {
|
||||
primary_heir = { add_dread = 10 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue