unfucking the mod
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1167 changed files with 26982 additions and 13 deletions
535
events/title_events.txt
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535
events/title_events.txt
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#########################################
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# TITLE SPECIFIC EVENTS #
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#########################################
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namespace = title_event
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# 0001-0010: Title name changes, by Emil Tisander
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# 0011-0020: Asturias becomes Leon & Castille, by Ewan Cowhig Croft
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#########################################
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# West Francia becomes France when no longer controlled by a Karling
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title_event.0001 = {
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type = character_event
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title = title_event_francia_name_change.title
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desc = title_event_francia_name_change.desc
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theme = crown
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right_portrait = root
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trigger = {
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scope:title = {
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this = title:k_france
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}
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NOR = {
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dynasty = { this = dynasty:25061 } # Not held by a Karling
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any_liege_or_above = {
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dynasty = { this = dynasty:25061 } # And does not have a liege that is a Karling
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}
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has_global_variable = west_francia_renamed
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}
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}
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immediate = {
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title:k_france = {
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save_scope_as = francia_title
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}
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set_global_variable = {
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name = west_francia_renamed
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value = yes
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}
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}
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option = {
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name = title_event_francia_name_change.a
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custom_tooltip = {
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text = title_event_francia_name_change.a_tt_1
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title:k_france = {
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reset_title_name = yes # I.e. set_title_name = k_france
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}
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}
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}
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}
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# East Francia becomes Germany when no longer controlled by a Karling
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title_event.0002 = {
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type = character_event
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title = title_event_francia_name_change.title
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desc = title_event_francia_name_change.desc
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theme = crown
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right_portrait = root
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trigger = {
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scope:title = {
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this = title:k_east_francia
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}
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NOR = {
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dynasty = { this = dynasty:25061 } # Not held by a Karling
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any_liege_or_above = {
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dynasty = { this = dynasty:25061 } # And does not have a liege that is a Karling
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}
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has_global_variable = east_francia_renamed
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}
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}
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immediate = {
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title:k_east_francia = {
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save_scope_as = francia_title
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}
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set_global_variable = {
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name = east_francia_renamed
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value = yes
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}
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}
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option = {
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name = title_event_francia_name_change.a
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custom_tooltip = {
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text = title_event_francia_name_change.a_tt_2
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title:k_east_francia = {
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set_title_name = k_germany
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}
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}
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}
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}
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##################################################
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# Splitting the Crown
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# by Ewan Cowhig Croft
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# 0011 - 0020
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##################################################
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# Hidden management event to determine if we need to axe Asturias &, if we do, what notification events to send out afterwards.
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title_event.0011 = {
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hidden = yes
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trigger = {
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scope:title = title:k_castille
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title:k_asturias = {
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# Leon must be de jure part of Asturias, or else there's no reason to ever stop calling it Asturias.
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any_in_de_jure_hierarchy = { this = title:d_leon }
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}
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}
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immediate = {
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# Set up some scopes for easy reference.
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title:k_castille = {
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save_scope_as = castille
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holder = { save_scope_as = castille_char }
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}
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title:k_asturias = {
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save_scope_as = asturias
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if = {
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limit = { exists = holder }
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holder = { save_scope_as = leon_char }
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}
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}
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title:k_leon = { save_scope_as = leon }
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## Plus one for backgrounds; we take this one to get the hilly backdrops of northern Iberia.
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province:1815 = { save_scope_as = background_terrain_scope }
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# Then fire off relevant notifications to scope:leon_char & scope:castille_char.
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## If Asturias doesn't exist when Leon is created, we just send Castille one.
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if = {
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limit = {
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NOT = { exists = title:k_asturias.holder }
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}
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scope:castille_char = { trigger_event = title_event.0012 }
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}
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## & if Leon & Castille are now held by the same char, they get another.
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else_if = {
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limit = { scope:leon_char = scope:castille_char }
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scope:castille_char = { trigger_event = title_event.0013 }
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}
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## Otherwise, we send out the standard two-person configuration.
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else = {
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scope:leon_char = { trigger_event = title_event.0014 }
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scope:castille_char = { trigger_event = title_event.0015 }
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}
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# Finally, execute the effects.
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asturias_becomes_leon_and_castille_effect = yes
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}
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}
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# There is no Asturian King, but Castille now exists.
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title_event.0012 = {
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type = character_event
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title = title_event.0012.t
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desc = title_event.0012.desc
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theme = realm
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left_portrait = {
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character = scope:castille_char
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animation = personality_honorable
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}
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override_background = { reference = terrain_scope }
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immediate = {
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show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes }
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}
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# As it should be.
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option = {
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name = title_event.0012.a
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# No stress needed for a single-option notification event.
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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}
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# The Asturian King is also King of Castille.
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title_event.0013 = {
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type = character_event
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title = title_event.0013.t
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desc = title_event.0013.desc
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theme = realm
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left_portrait = {
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character = scope:castille_char
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animation = personality_honorable
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}
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override_background = { reference = terrain_scope }
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immediate = {
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show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes }
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}
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# Two crowns are better than one!
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option = {
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name = title_event.0013.a
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# No stress needed for a single-option notification event.
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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}
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# Leon POV: Asturias becomes Leon.
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title_event.0014 = {
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type = character_event
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title = title_event.0014.t
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desc = title_event.0014.desc
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theme = realm
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left_portrait = {
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character = scope:leon_char
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animation = anger
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}
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right_portrait = {
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character = scope:castille_char
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animation = personality_greedy
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}
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override_background = { reference = terrain_scope }
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immediate = {
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show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes }
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}
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# Splitters!
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option = {
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name = title_event.0014.a
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# No stress needed for the default option in a notification event.
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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# We'll get those lands back some day...
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option = {
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name = title_event.0014.b
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# We only want to allow the mechanical effect options as RP-outlets for players.
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trigger = { is_ai = no }
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progress_towards_rival_effect = {
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REASON = rival_lands_stolen
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CHARACTER = scope:castille_char
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OPINION = default_rival_opinion
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}
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stress_impact = { forgiving = minor_stress_impact_gain }
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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# Huzzah! A whole _kingdom_ of comrades!
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option = {
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name = title_event.0014.c
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# We only want to allow the mechanical effect options as RP-outlets for players.
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trigger = { is_ai = no }
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progress_towards_friend_effect = {
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REASON = friend_castille_leon
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CHARACTER = scope:castille_char
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OPINION = default_friend_opinion
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}
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stress_impact = { vengeful = minor_stress_impact_gain }
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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}
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# Castille POV: Asturias becomes Leon.
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title_event.0015 = {
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type = character_event
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title = title_event.0015.t
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desc = title_event.0015.desc
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theme = realm
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left_portrait = {
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character = scope:castille_char
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animation = happiness
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}
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right_portrait = {
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character = scope:leon_char
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animation = anger
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}
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override_background = { reference = terrain_scope }
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immediate = {
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show_as_tooltip = { asturias_becomes_leon_and_castille_effect = yes }
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}
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# Power is back where it should always have been.
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option = {
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name = title_event.0015.a
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# No stress needed for the default option in a notification event.
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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# Today, Castille. Tomorrow, _Leon_.
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option = {
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name = title_event.0015.b
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# We only want to allow the mechanical effect options as RP-outlets for players.
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trigger = { is_ai = no }
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scope:leon_char = {
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progress_towards_rival_effect = {
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REASON = rival_leon_formed
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CHARACTER = scope:castille_char
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OPINION = default_rival_opinion
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}
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}
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stress_impact = { forgiving = minor_stress_impact_gain }
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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# We may be divided in rule, but we're united by blood!
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option = {
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name = title_event.0015.c
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# We only want to allow the mechanical effect options as RP-outlets for players.
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trigger = { is_ai = no }
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scope:leon_char = {
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progress_towards_friend_effect = {
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REASON = friend_castille_leon
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CHARACTER = scope:castille_char
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OPINION = default_friend_opinion
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}
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}
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stress_impact = { vengeful = minor_stress_impact_gain }
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ai_chance = {
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# No fine tweaking needed for the AI chance on a notification event.
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base = 100
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}
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}
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}
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# Ascended Throne memory maintenance
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title_event.9900 = {
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type = character_event
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hidden = yes
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cooldown = { days = 1 }
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trigger = {
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is_landless_adventurer = no
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any_in_list = { variable = new_titles }
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}
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immediate = {
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if = {
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limit = {
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is_target_in_variable_list = {
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name = new_titles
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target = root.primary_title
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}
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}
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primary_title = { save_scope_as = new_primary_title }
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}
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else = {
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ordered_in_list = {
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variable = new_titles
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order_by = tier
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save_scope_as = new_primary_title
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}
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}
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if = {
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limit = { exists = scope:new_primary_title.previous_holder }
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scope:new_primary_title.previous_holder = { save_scope_as = flavor }
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}
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else = { save_scope_as = flavor }
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create_character_memory = {
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type = ascended_throne_memory
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participants = {
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flavor_character = scope:flavor
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}
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}
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set_variable = {
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name = title_count
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value = -1
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}
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every_in_list = {
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variable = new_titles
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save_temporary_scope_as = title_temp
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scope:new_memory = {
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add_to_variable_list = {
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name = new_titles
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target = scope:title_temp
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}
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}
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root = {
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change_variable = {
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name = title_count
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add = 1
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}
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}
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}
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scope:new_memory = {
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set_variable = {
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name = title_count
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value = root.var:title_count
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}
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set_variable = {
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name = landed_title
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value = scope:new_primary_title
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}
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set_variable = {
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name = reason
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value = scope:real_transfer_type
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}
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#Only children should get childhood memories
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if = {
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limit = {
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root = { is_adult = no }
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}
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set_variable = childhood_memory
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}
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# Bonus scopes
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if = {
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limit = { exists = root.var:ascended_throne_extra }
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set_variable = {
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name = ascended_throne_extra
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value = root.var:ascended_throne_extra
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}
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root = { remove_variable = ascended_throne_extra }
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}
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}
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clear_variable_list = new_titles
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remove_variable = title_count
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}
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}
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#Lost title memory maintenance
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title_event.9901 = {
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type = character_event
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hidden = yes
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cooldown = { days = 1 }
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immediate = {
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ordered_in_list = {
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variable = lost_titles
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order_by = tier
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save_scope_as = highest_old_title
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}
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create_character_memory = {
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type = lost_title_memory
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participants = {
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new_holder = scope:new_holder
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}
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}
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set_variable = {
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name = title_count
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value = -1
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}
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every_in_list = {
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variable = lost_titles
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save_temporary_scope_as = title_temp
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scope:new_memory = {
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add_to_variable_list = {
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name = lost_titles
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target = scope:title_temp
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}
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}
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root = {
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change_variable = {
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name = title_count
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add = 1
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}
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}
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}
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scope:new_memory = {
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set_variable = {
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name = title_count
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value = root.var:title_count
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}
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set_variable = {
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name = landed_title
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value = scope:highest_old_title
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}
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set_variable = {
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name = reason
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value = scope:real_transfer_type
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}
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#Only children should get childhood memories
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if = {
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limit = {
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root = { is_adult = no }
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}
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set_variable = childhood_memory
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}
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# Bonus scopes
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if = {
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limit = { exists = root.var:ascended_throne_extra }
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set_variable = {
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name = ascended_throne_extra
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value = root.var:ascended_throne_extra
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}
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root = { remove_variable = ascended_throne_extra }
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}
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}
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clear_variable_list = new_titles
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remove_variable = title_count
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}
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}
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# Make sure newbie adventurers aren't locked out of their camp.
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title_event.9911 = {
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type = character_event
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hidden = yes
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trigger = {
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government_has_flag = government_is_landless_adventurer
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NOR = {
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is_commanding_army = yes
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exists = involved_activity
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is_travelling = yes
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is_imprisoned = yes
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}
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}
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immediate = { set_location_to_default = yes }
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}
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