Hand_ArticleTwo = { type = character text = { trigger = { has_trait = maimed } localization_key = articleblank_article } text = { trigger = { NOT = { has_trait = maimed } } localization_key = articletwo_two fallback = yes } } HandHands = { type = character text = { trigger = { has_trait = maimed } localization_key = handhands_hand } text = { trigger = { NOT = { has_trait = maimed } } localization_key = handhands_hands fallback = yes } } Fist_ArticleBlank = { type = character text = { trigger = { has_trait = maimed } localization_key = articleblank_article } text = { trigger = { NOT = { has_trait = maimed } } localization_key = articleblank_blank fallback = yes } } FistFists = { type = character text = { trigger = { has_trait = maimed } localization_key = fistfists_fist } text = { trigger = { NOT = { has_trait = maimed } } localization_key = fistfists_fists fallback = yes } } ArmArms = { type = character text = { trigger = { has_trait = maimed } localization_key = armarms_arm } text = { trigger = { NOT = { has_trait = maimed } } localization_key = armarms_arms fallback = yes } } FootFeet = { type = character text = { trigger = { has_trait = one_legged } localization_key = footfeet_foot } text = { trigger = { NOT = { has_trait = one_legged } } localization_key = footfeet_feet fallback = yes } } EyeEyes = { type = character text = { trigger = { has_trait = one_eyed } localization_key = eyeeyes_eye } text = { trigger = { NOT = { has_trait = one_eyed } } localization_key = eyeeyes_eyes fallback = yes } # A case could be made for eyeeyes_blind, but since we don't differentiate between natural & induced blindness, it's safest/least discriminatory to assume that being blind doesn't mean you don't have eyes. } MaskFace = { type = character text = { trigger = { has_trait = disfigured } localization_key = maskface_mask } text = { trigger = { NOT = { has_trait = disfigured } } localization_key = maskface_face fallback = yes } } # E.g., for a vein bulging *behind* the mask rather than in it, or a frown twisting *behind* the mask rather than across it. MaskFace_BehindIn = { type = character text = { trigger = { has_trait = disfigured } localization_key = maskface_behind } text = { trigger = { NOT = { has_trait = disfigured } } localization_key = maskface_in fallback = yes } } MaskFace_BehindAcross = { type = character text = { trigger = { has_trait = disfigured } localization_key = maskface_behind } text = { trigger = { NOT = { has_trait = disfigured } } localization_key = maskface_across fallback = yes } } SenseObserve_EyeTaste = { type = character random_valid = yes text = { trigger = { has_trait = blind } localization_key = senseobserve_taste fallback = yes } text = { trigger = { NOT = { has_trait = blind } } localization_key = senseobserve_eye } } SenseObserve_SenseSee = { type = character random_valid = yes text = { trigger = { has_trait = blind } localization_key = senseobserve_sense fallback = yes } text = { trigger = { NOT = { has_trait = blind } } localization_key = senseobserve_see } } SenseObserve_SeemLook = { type = character random_valid = yes text = { trigger = { has_trait = blind } localization_key = senseobserve_seem fallback = yes } text = { trigger = { NOT = { has_trait = blind } } localization_key = senseobserve_look } } SenseObserve_SenseEye = { type = character random_valid = yes text = { trigger = { has_trait = blind } localization_key = senseobserve_sense fallback = yes } text = { trigger = { NOT = { has_trait = blind } } localization_key = senseobserve_eye } } ActionTaps_ForeheadNose = { type = character random_valid = yes text = { trigger = { has_trait = disfigured } localization_key = actiontaps_forehead fallback = yes } text = { trigger = { NOT = { has_trait = disfigured } } localization_key = actiontaps_nose } } PartAglow_EyesFaceBody = { type = character random_valid = yes text = { trigger = { NOR = { has_trait = blind has_trait = one_eyed } } localization_key = partaglow_eyes } text = { trigger = { NOT = { has_trait = blind } has_trait = one_eyed } localization_key = partaglow_eye } text = { trigger = { has_trait = blind NOT = { has_trait = disfigured } } localization_key = partaglow_face fallback = yes } text = { trigger = { has_trait = blind has_trait = disfigured } localization_key = partaglow_body } } # "Get out of my sight" vs. "get away from me", if you're blind. Saying_1p_SightAway = { type = character random_valid = yes text = { trigger = { has_trait = blind } localization_key = saying_1p_away fallback = yes } text = { trigger = { NOT = { has_trait = blind } } localization_key = saying_1p_sight } } # "Smiles" vs. "Seems to Smile", if you're wearing a mask. Saying_3p_SmilesSeems = { type = character random_valid = yes text = { trigger = { has_trait = disfigured } localization_key = saying_3p_seems fallback = yes } text = { trigger = { NOT = { has_trait = disfigured } } localization_key = saying_3p_smiles } } # "Becomes aware" vs "catches sight", depending on blindness. Saying_3p_AwareSight = { type = character random_valid = yes text = { trigger = { has_trait = disfigured } localization_key = saying_3p_aware fallback = yes } text = { trigger = { NOT = { has_trait = disfigured } } localization_key = saying_3p_sight } } GetFrostbittenBodyPart = { #intended for travel_danger.1011, to use it elswhere you would have to declare frostbite_bodypart variable with one of these flags: head/upper_body/lower_body and frostbite_severity variable with values 0-2. type = character text = { trigger = { this.var:frostbite_bodypart ?= flag:head this.var:frostbite_severity ?= 1 } localization_key = bodypart_nose } text = { trigger = { this.var:frostbite_bodypart ?= flag:head OR = { this.var:frostbite_severity ?= 0 this.var:frostbite_severity ?= 2 } } localization_key = bodypart_ear } text = { trigger = { this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 2 } localization_key = bodypart_arm } text = { trigger = { this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 1 } localization_key = bodypart_hand } text = { trigger = { this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 0 } localization_key = bodypart_finger fallback = yes } text = { trigger = { this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 2 } localization_key = bodypart_leg } text = { trigger = { this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 1 } localization_key = bodypart_foot } text = { trigger = { this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 0 } localization_key = bodypart_toe } } GetRandomBodyPart = { #use to get a random body part type = character random_valid = yes text = { localization_key = bodypart_nose } text = { localization_key = bodypart_ear } text = { localization_key = bodypart_arm fallback = yes } text = { localization_key = bodypart_hand } text = { localization_key = bodypart_finger } text = { localization_key = bodypart_leg } text = { localization_key = bodypart_foot } text = { localization_key = bodypart_toe } } GetGenderAlliteratingAnimal = { type = character text = { trigger = { is_female = yes } localization_key = animal_warthog } text = { trigger = { NOT = { is_male = yes } } localization_key = animal_monkey fallback = yes } } GetInjuredBodyPart = { type = character text = { trigger = { has_trait = one_legged } localization_key = missing_leg } text = { trigger = { has_trait = one_eyed } localization_key = eye } text = { trigger = { has_trait = blind } localization_key = eyes } text = { trigger = { is_eunuch_trigger = yes } localization_key = testacles } text = { # Mostly for scarred and maimed localization_key = face fallback = yes } } PermanentInjuryAdjective = { type = character text = { trigger = { has_trait = one_legged } localization_key = one_leggedness } text = { trigger = { has_trait = one_eyed } localization_key = one_eyedness } text = { trigger = { has_trait = blind } localization_key = blindness } text = { trigger = { is_eunuch_trigger = yes } localization_key = eunuchry } text = { trigger = { has_trait = maimed } localization_key = deformity } text = { localization_key = scarification fallback = yes } } GainedPermanentInjury = { type = character text = { trigger = { has_trait = one_legged is_female = yes } localization_key = lost_her_leg } text = { trigger = { has_trait = one_legged is_male = yes } localization_key = lost_his_leg } text = { trigger = { has_trait = one_eyed is_female = yes } localization_key = lost_her_eye } text = { trigger = { has_trait = one_eyed is_male = yes } localization_key = lost_his_eye } text = { trigger = { has_trait = blind is_female = yes } localization_key = lost_her_sight } text = { trigger = { has_trait = blind is_male = yes } localization_key = lost_his_sight } text = { trigger = { is_eunuch_trigger = yes } localization_key = became_a_eunuch } text = { trigger = { has_trait = maimed } localization_key = was_maimed } text = { localization_key = gained_permanent_scars fallback = yes } }