rich_presence_flavor_status = { type = character text = { # Barbershop trigger = { is_game_view_open = barbershop } localization_key = rich_presence_barbershop } text = { # Ergotism trigger = { has_trait = ergotism } localization_key = rich_presence_epidemic_ergotism } text = { # Bubonic Plague trigger = { has_trait = bubonic_plague } localization_key = rich_presence_epidemic_bubonic_plague } text = { # Epidemic trigger = { any_sub_realm_county = { any_county_province = { any_province_epidemic = { count >= 1 outbreak_intensity >= major } } } } localization_key = rich_presence_epidemic } text = { # Consumption trigger = { has_trait = consumption } localization_key = rich_presence_epidemic_consumption } text = { # Typhus trigger = { has_trait = typhus } localization_key = rich_presence_epidemic_typhus } text = { # Smallpox trigger = { has_trait = smallpox } localization_key = rich_presence_epidemic_smallpox } text = { # Dysentery trigger = { has_trait = dysentery } localization_key = rich_presence_epidemic_dysentery } text = { # Seljuk Invasion trigger = { any_character_war = { using_cb = fp3_seljuk_invasion_cb } } localization_key = rich_presence_fp3_seljuk_invasion_cb } text = { # Legend trigger = { any_sub_realm_county = { title_province = { any_province_legend = { legend_protagonist = root } } } } localization_key = rich_presence_legend } text = { # Great Holy War trigger = { is_in_ongoing_great_holy_war = yes } localization_key = rich_presence_ghw } text = { # War Against Liege trigger = { is_at_war_with_liege = yes } localization_key = rich_presence_liege_war } text = { # Civil War trigger = { is_in_civil_war = yes } localization_key = rich_presence_civil_war } text = { # Attacker in War trigger = { is_at_war_as_attacker = yes } localization_key = rich_presence_war_attacker } text = { # Defender in War trigger = { is_at_war_as_defender = yes } localization_key = rich_presence_war_defender } text = { # Raiding trigger = { commanding_army ?= { is_army_in_raid = yes } } localization_key = rich_presence_raiding } text = { # Imprisoned trigger = { is_imprisoned = yes } localization_key = rich_presence_prison } text = { # Activity - Chariot trigger = { involved_activity ?= { has_activity_type = activity_chariot_race } } localization_key = rich_presence_chariot } text = { # Activity - Pilgrimage trigger = { involved_activity ?= { has_activity_type = activity_pilgrimage } } localization_key = rich_presence_pilgrimage } text = { # Activity - Tour trigger = { involved_activity ?= { root = activity_host has_activity_type = activity_tour } } localization_key = rich_presence_tour } text = { # Holding Court trigger = { has_character_flag = holding_court_character_flag } localization_key = rich_presence_holding_court } text = { # Hosting Activity trigger = { involved_activity ?= { root = activity_host OR = { has_multiple_players = yes is_murder_activity_trigger = no } } } localization_key = rich_presence_hosting_activity } text = { # Murder Activity trigger = { has_multiple_players = no involved_activity ?= { root = activity_host is_murder_activity_trigger = yes } } localization_key = rich_presence_hosting_murder_activity } text = { # Attending Activity trigger = { involved_activity ?= { not = { root = activity_host } } } localization_key = rich_presence_attending_activity } text = { # Stress Level 3 trigger = { stress_level >= 3 } localization_key = rich_presence_stress_3 } text = { # Stress Level 2 trigger = { stress_level >= 2 } localization_key = rich_presence_stress_2 } text = { # Intrigue Scheme setup_scope = { random_scheme = { limit = { intrigue_scheme_trigger = yes } save_scope_as = scheme } } trigger = { exists = scope:scheme has_multiple_players = no } localization_key = rich_presence_intrigue_scheme } text = { # Diplomacy Scheme setup_scope = { random_scheme = { limit = { diplomacy_scheme_trigger = yes } save_scope_as = scheme } } trigger = { exists = scope:scheme } localization_key = rich_presence_diplomacy_scheme } text = { # Dying of Illness setup_scope = { random_character_trait = { limit = { is_debilitating_illness_trait = yes } save_scope_as = trait } } trigger = { exists = scope:trait health <= death_chance_dying_health } localization_key = rich_presence_dying_illness_trait } text = { # Dying trigger = { health <= death_chance_dying_health } localization_key = rich_presence_dying } text = { # Age 90+ trigger = { age >= 90 } localization_key = rich_presence_very_old } text = { # Suspicious Caliph trigger = { has_character_modifier = fp3_struggle_caliph_super_suspicious_modifier } localization_key = rich_presence_caliph_super_suspicious } text = { # Post-Iranian Struggle - Rebuilding trigger = { house ?= { has_house_modifier = fp3_house_modifier_rebuilding_efforts } } localization_key = rich_presence_house_modifier_rebuilding_efforts } text = { # Post-Iranian Struggle - New Frontiers trigger = { house ?= { has_house_modifier = fp3_house_modifier_frontier_ambitions } } localization_key = rich_presence_house_modifier_frontier_ambitions } text = { # Post-Iranian Struggle - Destroyed Caliphate trigger = { house ?= { has_house_modifier = fp3_house_modifier_destroyed_the_caliphate } } localization_key = rich_presence_house_modifier_destroyed_the_caliphate } text = { # Iranian Struggle Ending - Strengthening Caliphate trigger = { any_realm_county = { any_county_province = { geographical_region = world_persian_empire } } global_var:fp3_struggle_ending ?= flag:fp3_struggle_strengthen_caliphate_ending } localization_key = rich_presence_fp3_struggle_strengthen_caliphate_ending } text = { # Iranian Struggle Ending - Rekindle Iran trigger = { any_realm_county = { any_county_province = { geographical_region = world_persian_empire } } global_var:fp3_struggle_ending ?= flag:fp3_struggle_rekindle_iran_ending } localization_key = rich_presence_fp3_struggle_rekindle_iran_ending } text = { # Kinslayer trigger = { has_trait = kinslayer } localization_key = rich_presence_kinslayer } text = { # Cannibal trigger = { has_trait = cannibal } localization_key = rich_presence_cannibal } text = { # Religious Head trigger = { faith.religious_head ?= { this = root } } localization_key = rich_presence_religion_head } text = { # Roman Empire trigger = { has_title = title:e_roman_empire } localization_key = rich_presence_rome } text = { # Incest trigger = { any_spouse = { is_close_family_of = root } } localization_key = rich_presence_loves_family_too_much } text = { # Torturer trigger = { has_trait = torturer } localization_key = rich_presence_torturer } text = { # Seducer trigger = { has_trait = seducer } localization_key = rich_presence_seduction } text = { # Nemeses trigger = { num_of_relation_nemesis > 0 } localization_key = rich_presence_enemies } text = { # Councillor trigger = { is_councillor = yes } localization_key = rich_presence_councillor } text = { # Dog trigger = { has_named_dog_trigger = yes } localization_key = rich_presence_dog } text = { # Cat trigger = { has_named_cat_trigger = yes } localization_key = rich_presence_cat } text = { # House Feud setup_scope = { random_owned_story = { limit = { story_type = story_cycle_house_feud has_variable = house_feud_house } var:house_feud_house = { save_scope_as = house } } } trigger = { exists = scope:house } localization_key = rich_presence_house_feud } text = { # Diarch trigger = { is_diarch = yes } localization_key = rich_presence_diarch } text = { # Iranian Struggle - Struggle Detractor trigger = { has_trait = fp3_struggle_detractor } localization_key = rich_presence_fp3_struggle_detractor } text = { # Iranian Struggle - Struggle Supporter trigger = { has_trait = fp3_struggle_supporter } localization_key = rich_presence_fp3_struggle_supporter } text = { # Iberian Struggle - Involved trigger = { any_character_struggle = { involvement = involved is_struggle_type = iberian_struggle } } localization_key = rich_presence_fp2_struggle_involvement } text = { # Iranian Struggle - Involved trigger = { any_character_struggle = { involvement = involved is_struggle_type = persian_struggle } } localization_key = rich_presence_fp3_struggle_involvement } text = { # Poet trigger = { has_trait = poet } localization_key = rich_presence_poet } text = { # Drunkard trigger = { has_trait = drunkard } localization_key = rich_presence_drinking } text = { # Tax Collector - Minimum trigger = { government_has_flag = government_is_clan OR = { any_tax_collector = { count = 0 } any_tax_collector = { tax_slot = { any_tax_slot_vassal = { count = 0 } } } } } localization_key = rich_presence_fp3_tax_collectors_min } text = { # Tax Collector - Maximum trigger = { government_has_flag = government_is_clan any_tax_collector = { count = all tax_slot = { OR = { is_active_obligation = jizya_special_rights_tax_collector is_active_obligation = deqhan_special_rights_tax_collector is_active_obligation = strict_taxation_tax_collector } } } } localization_key = rich_presence_fp3_tax_collectors_max } text = { # House Unity - Harmonious trigger = { house ?= { has_house_unity_stage = harmonious } this = house.house_head } localization_key = rich_presence_house_unity_harmonious } text = { # House Unity - Antagonistic trigger = { house ?= { has_house_unity_stage = antagonistic } this = house.house_head } localization_key = rich_presence_house_unity_antagonistic } text = { # Admin Government - Scheming trigger = { is_independent_ruler = no government_allows = administrative highest_held_title_tier >= tier_duchy liege = { government_allows = administrative } any_scheme = { intrigue_scheme_trigger = yes } } localization_key = rich_presence_admin_scheming } text = { # Admin Government trigger = { is_independent_ruler = no government_allows = administrative highest_held_title_tier >= tier_duchy liege = { government_allows = administrative } } localization_key = rich_presence_admin } text = { # Landless Ruler - Camping trigger = { has_government = landless_adventurer_government is_travelling = no } localization_key = rich_presence_landless_camp } text = { # Landless Ruler - Travelling trigger = { has_government = landless_adventurer_government is_travelling = yes } localization_key = rich_presence_landless_travel } text = { # Sayyid trigger = { has_trait = sayyid } localization_key = rich_presence_sayyid } text = { # Gluttonous trigger = { has_trait = gluttonous } localization_key = rich_presence_gluttonous } text = { # Content trigger = { has_trait = content } localization_key = rich_presence_content } text = { # Craven trigger = { has_trait = craven } localization_key = rich_presence_craven } text = { # Paranoid trigger = { has_trait = paranoid } localization_key = rich_presence_paranoid } text = { # Greedy trigger = { has_trait = greedy } localization_key = rich_presence_greedy } text = { # Horrible Stewardship trigger = { stewardship <= low_skill_rating } localization_key = rich_presence_ruling_poorly } text = { # Gold 1000+ trigger = { gold >= 1000 } localization_key = rich_presence_hoarding_gold } text = { # Fallback localization_key = rich_presence_default fallback = yes } }