#GetMythicalFounder #GetRandomExteriorDetail #GetRandomInteriorDetail #GetWritingMaterial #GetMusicalInstrument #GetMusicalInstrumentPlural #GetAncestorName #GetSaintlyTrait #GetPiousAdj #GetCustodianSynonym #reusing the claim throne custom loc to be a generic effect #IMPORTANT: use the grab_appropriate_chronicler_effect in the immediate of the event or similar so it sets your mythical ancestor variable - this is done so we can always refer to the same ancestor #ask before expanding pls GetMythicalFounder = { type = character random_valid = yes # text = { # Charles Martell # trigger = { # var:mythical_ancestor_var = flag:charles_martell # } # localization_key = MythicalFounder_charles_martell # } # text = { # Alexander the Great # trigger = { # var:mythical_ancestor_var = flag:alexander # } # localization_key = MythicalFounder_alexander # } # text = { # Lech # trigger = { # var:mythical_ancestor_var = flag:lech # } # localization_key = MythicalFounder_lech # } # text = { # Czech # trigger = { # var:mythical_ancestor_var = flag:czech # } # localization_key = MythicalFounder_czech # } # text = { # Rus # trigger = { # var:mythical_ancestor_var = flag:rus # } # localization_key = MythicalFounder_rus # } # text = { # King Arthur # trigger = { # var:mythical_ancestor_var = flag:arthur # } # localization_key = MythicalFounder_arthur # } # text = { # Corineus # trigger = { # var:mythical_ancestor_var = flag:corineus # } # localization_key = MythicalFounder_corineus # } # text = { # Magnus Maximus # trigger = { # var:mythical_ancestor_var = flag:magnus_maximus # } # localization_key = MythicalFounder_magnus_maximus # } # text = { # Brutus of Troy # trigger = { # var:mythical_ancestor_var = flag:brutus # } # localization_key = MythicalFounder_brutus # } # text = { # Aeneas # trigger = { # var:mythical_ancestor_var = flag:aeneas # } # localization_key = MythicalFounder_aeneas # } # text = { # Scota # trigger = { # var:mythical_ancestor_var = flag:scota # } # localization_key = MythicalFounder_scota # } # text = { # Romulus # trigger = { # var:mythical_ancestor_var = flag:romulus # } # localization_key = MythicalFounder_romulus # } # text = { # Numa Pompilius # trigger = { # var:mythical_ancestor_var = flag:numa # } # localization_key = MythicalFounder_numa # } # text = { # Belisarius # trigger = { # var:mythical_ancestor_var = flag:belisarius # } # localization_key = MythicalFounder_belisarius # } # text = { # Ardashir # trigger = { # var:mythical_ancestor_var = flag:ardashir # } # localization_key = MythicalFounder_ardashir # } # text = { # Pharaohs # trigger = { # var:mythical_ancestor_var = flag:pharaohs # } # localization_key = MythicalFounder_pharaohs # } # text = { # Visigothic Kings # trigger = { # var:mythical_ancestor_var = flag:visigothic_kings # } # localization_key = MythicalFounder_visigothic_kings # } # text = { # Abd al-Rahman # trigger = { # var:mythical_ancestor_var = flag:abd_al_rahman # } # localization_key = MythicalFounder_abd_al_rahman # } # text = { # Zenobia # trigger = { # var:mythical_ancestor_var = flag:zenobia # } # localization_key = MythicalFounder_zenobia # } # text = { # King Solomon # trigger = { # var:mythical_ancestor_var = flag:solomon # } # localization_key = MythicalFounder_solomon # } # text = { # Conan Meriadoc # trigger = { # var:mythical_ancestor_var = flag:conan_meriadoc # } # localization_key = MythicalFounder_conan_meriadoc # } # text = { # Pishdadian Dynasty # trigger = { # var:mythical_ancestor_var = flag:pishdadian # } # localization_key = MythicalFounder_pishdadian # } # text = { # Chościsko # trigger = { # var:mythical_ancestor_var = flag:choscisko # } # localization_key = MythicalFounder_choscisko # } # text = { # Arsacids # trigger = { # var:mythical_ancestor_var = flag:arsacids # } # localization_key = MythicalFounder_arsacids # } # text = { # King David # trigger = { # var:mythical_ancestor_var = flag:david # } # localization_key = MythicalFounder_david # } # text = { # Karkota Naga # trigger = { # var:mythical_ancestor_var = flag:naga # } # localization_key = MythicalFounder_naga # } # text = { # God Brahman # trigger = { # var:mythical_ancestor_var = flag:brahman # } # localization_key = MythicalFounder_brahman # } # text = { # Odin # trigger = { # var:mythical_ancestor_var = flag:odin # } # localization_key = MythicalFounder_odin # } # text = { # Ragnar Lodbrok # trigger = { # var:mythical_ancestor_var = flag:ragnar # } # localization_key = MythicalFounder_ragnar # } # text = { # Brunhild # trigger = { # var:mythical_ancestor_var = flag:brunhild # } # localization_key = MythicalFounder_brunhild # } # text = { # Eremon # trigger = { # var:mythical_ancestor_var = flag:eremon # } # localization_key = MythicalFounder_eremon # } # text = { # Eber # trigger = { # var:mythical_ancestor_var = flag:eber # } # localization_key = MythicalFounder_eber # } # text = { # Genghis Khan # trigger = { # var:mythical_ancestor_var = flag:genghis # } # localization_key = MythicalFounder_genghis # } # text = { # Emperor Constantine I # trigger = { # var:mythical_ancestor_var = flag:constantine # } # localization_key = MythicalFounder_constantine # } # text = { # Emperor Justinian I # trigger = { # var:mythical_ancestor_var = flag:justinian # } # localization_key = MythicalFounder_justinian # } # text = { # Melusine # trigger = { # var:mythical_ancestor_var = flag:melusine # } # localization_key = MythicalFounder_melusina # } text = { # Fallback trigger = { var:mythical_ancestor_var = flag:fallback } localization_key = MythicalFounder_fallback } } GetRandomExteriorDetail = { #Remember to use the 1st person present in the loc, feel free to expand type = character random_valid = yes text = { # You see a small bird among the trees trigger = { location = { OR = { terrain = forest terrain = jungle } } } localization_key = GetRandomExteriorDetail_small_bird } text = { # You hear a bird trigger = { location = { OR = { terrain = forest terrain = jungle terrain = plains terrain = hills terrain = mountains } } } localization_key = GetRandomExteriorDetail_birdsong } text = { # You find a wildflower trigger = { location = { OR = { terrain = desert terrain = desert_mountains terrain = drylands terrain = mountains } } } localization_key = GetRandomExteriorDetail_wildflower } text = { # You hear someone singing trigger = { location = { has_holding_type = castle_holding } } localization_key = GetRandomExteriorDetail_singing } text = { # You smell a banquet trigger = { location = { has_holding_type = castle_holding } } localization_key = GetRandomExteriorDetail_banquet } text = { # You hear the prayers trigger = { location = { has_holding_type = church_holding } } localization_key = GetRandomExteriorDetail_praying } text = { # You hear the bells trigger = { location = { has_holding_type = church_holding county = { NEOW_religion_is_broadly_christian_trigger = yes } } } localization_key = GetRandomExteriorDetail_bells } text = { # You see a passing merchant trigger = { location = { OR = { has_holding_type = city_holding has_building_or_higher = market_villages_01 } } } localization_key = GetRandomExteriorDetail_merchant } text = { # You see someone fishing trigger = { location = { OR = { is_coastal = yes is_riverside_province = yes } } } localization_key = GetRandomExteriorDetail_fishing } text = { # You see snow trigger = { location = { has_province_modifier = winter_harsh_modifier } } localization_key = GetRandomExteriorDetail_snow } text = { # You see a peddler trigger = { location = { has_holding_type = city_holding } } localization_key = peddler_passing_by_in_hurry_pres } } GetRandomInteriorDetail = { #Remember to use the gerund in the loc, feel free to expand type = character random_valid = yes text = { # A pantler carrying supplies localization_key = pantler_carrying_supplies } text = { # A cook scolding servants localization_key = cook_scolding_servants } text = { # A lady sewing trigger = { OR = { is_female = yes any_spouse ?= { is_female = yes } } } localization_key = lady_in_waiting_embroidering } text = { # A page brandishing armor trigger = { any_knight ?= { location = root.location } } localization_key = page_brandishing_armor } text = { # A draft banging the shutters trigger = { location = { NOT = { terrain = desert } } } localization_key = draft_from_window } text = { localization_key = servant_struggling_with_vase } text = { localization_key = courtier_passing_by_in_hurry } text = { localization_key = fly_crawling_on_decoration } text = { localization_key = feather_drift_past } text = { localization_key = cupbearer_pours_drink } text = { trigger = { location = { has_holding_type = castle_holding } } localization_key = courtiers_chat } } GetWritingMaterial = { type = character random_valid = yes text = { # Parchment trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east_jerusalem AND = { geographical_region = world_steppe culture = { has_cultural_era_or_later = culture_era_late_medieval } } } } } localization_key = GetWritingMaterial_parchment } text = { # Papyrus trigger = { location = { geographical_region = custom_roman_aegyptus } } localization_key = GetWritingMaterial_papyrus } text = { # Vellum trigger = { location = { OR = { geographical_region = world_europe geographical_region = ghw_region_afghanistan geographical_region = world_india_rajastan } } } localization_key = GetWritingMaterial_vellum } text = { # Palm leaf trigger = { location = { OR = { geographical_region = world_india geographical_region = world_burma geographical_region = world_asia_southeast } } } localization_key = GetWritingMaterial_palm_leaf } text = { # Stone stele trigger = { location = { geographical_region = world_steppe } } localization_key = GetWritingMaterial_stone_stele } text = { # Birch bark trigger = { location = { OR = { geographical_region = world_india geographical_region = world_tibet geographical_region = ghw_region_russia #Old Slavonic } } } localization_key = GetWritingMaterial_birch_bark fallback = yes } text = { # Paper trigger = { location = { OR = { geographical_region = world_asia_china geographical_region = world_asia_japan geographical_region = world_asia_korea } } } localization_key= GetWritingMaterial_paper } } GetWritingMaterialPlural = { type = character random_valid = yes text = { # Parchment trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east_jerusalem AND = { geographical_region = world_steppe culture = { has_cultural_era_or_later = culture_era_late_medieval } } } } } localization_key = GetWritingMaterial_parchment_plural } text = { # Papyrus trigger = { location = { geographical_region = custom_roman_aegyptus } } localization_key = GetWritingMaterial_papyrus_plural } text = { # Vellum trigger = { location = { OR = { geographical_region = world_europe geographical_region = ghw_region_afghanistan geographical_region = world_india_rajastan } } } localization_key = GetWritingMaterial_vellum_plural } text = { # Palm leaf trigger = { location = { OR = { geographical_region = world_india geographical_region = world_burma geographical_region = world_asia_southeast } } } localization_key = GetWritingMaterial_palm_leaf_plural } text = { # Stone stele trigger = { location = { geographical_region = world_steppe } } localization_key = GetWritingMaterial_stone_stele_plural } text = { # Birch bark trigger = { location = { OR = { geographical_region = world_india geographical_region = world_tibet geographical_region = ghw_region_russia #Old Slavonic } } } localization_key = GetWritingMaterial_birch_bark_plural fallback = yes } text = { # Paper trigger = { location = { OR = { geographical_region = world_asia_china geographical_region = world_asia_japan geographical_region = world_asia_korea geographical_region = world_asia_southeast } } } localization_key= GetWritingMaterial_paper_plural } } GetMusicalInstrument = { type = character random_valid = yes text = { # Flute localization_key = GetMusicalInstrument_flute } text = { # Drum fallback = yes localization_key = GetMusicalInstrument_drum } text = { # Trumpet localization_key = GetMusicalInstrument_trumpet } text = { # Harp localization_key = GetMusicalInstrument_harp } text = { # Lute trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north } } } localization_key = GetMusicalInstrument_lute } text = { # Fiddle trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north } } } localization_key = GetMusicalInstrument_fiddle } text = { # Lyre trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north geographical_region = world_africa_east } } } localization_key = GetMusicalInstrument_lyre } text = { # Tambourine trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north } } } localization_key = GetMusicalInstrument_tambourine } text = { # Bagpipes trigger = { culture = { has_cultural_era_or_later = culture_era_high_medieval } } localization_key = GetMusicalInstrument_bagpipe } text = { # Hurdy-Gurdy trigger = { location = { geographical_region = world_europe } culture = { has_cultural_era_or_later = culture_era_late_medieval } } localization_key = GetMusicalInstrument_hurdy_gurdy } } GetMusicalInstrumentPlural = { type = character random_valid = yes text = { # Flute localization_key = GetMusicalInstrument_flute_plural } text = { # Drum fallback = yes localization_key = GetMusicalInstrument_drum_plural } text = { # Trumpet localization_key = GetMusicalInstrument_trumpet_plural } text = { # Harp localization_key = GetMusicalInstrument_harp_plural } text = { # Lute trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north } } } localization_key = GetMusicalInstrument_lute_plural } text = { # Fiddle trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north } } } localization_key = GetMusicalInstrument_fiddle_plural } text = { # Lyre trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north geographical_region = world_africa_east } } } localization_key = GetMusicalInstrument_lyre_plural } text = { # Tambourine trigger = { location = { OR = { geographical_region = world_europe geographical_region = world_middle_east geographical_region = world_africa_north } } } localization_key = GetMusicalInstrument_tambourine_plural } text = { # Bagpipes trigger = { culture = { has_cultural_era_or_later = culture_era_high_medieval } } localization_key = GetMusicalInstrument_bagpipe_plural } text = { # Hurdy-Gurdy trigger = { location = { geographical_region = world_europe } culture = { has_cultural_era_or_later = culture_era_late_medieval } } localization_key = GetMusicalInstrument_hurdy_gurdy_plural } } GetPlagueEffect = { type = character random_valid = yes text = { localization_key = GetPlagueEffect_fire } text = { localization_key = GetPlagueEffect_limbs } text = { localization_key = GetPlagueEffect_thirdeye } text = { localization_key = GetPlagueEffect_nipple } text = { localization_key = GetPlagueEffect_blue } text = { localization_key = GetPlagueEffect_hairy } text = { localization_key = GetPlagueEffect_fingernails } text = { localization_key = GetPlagueEffect_eyes } } LegendaryShrineName = { type = province text = { trigger = { exists = var:leg_b_name } localization_key = checked_leg_b_name } text = { localization_key = building_type_legendary_shrine } } LegendaryPalaceName = { type = province text = { trigger = { exists = var:leg_b_name } localization_key = checked_leg_b_name } text = { localization_key = building_type_legendary_palace } } LegendaryStatueName = { type = province text = { trigger = { exists = var:leg_b_name } localization_key = checked_leg_b_name } text = { localization_key = building_type_legendary_statue } } LegendaryWatchtowerName = { type = province text = { trigger = { exists = var:leg_b_name } localization_key = checked_leg_b_name } text = { localization_key = building_type_legendary_watchtower } } LegendaryHuntingLodgeName = { type = province text = { trigger = { exists = var:leg_b_name } localization_key = checked_leg_b_name } text = { localization_key = building_type_legendary_hunting_lodge } } GetAncestorName = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_name } } GetAncestorNamePossessive = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name_possessive } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_namepossessive } } GetAncestorFirstName = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_firstname } } GetAncestorFirstNamePossessive = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name_possessive } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_firstnamepossessive } } GetAncestorNameNoTooltip = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_namenotooltip } } GetAncestorNamePossessiveNoTooltip = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name_possessive } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_namepossessivenotooltip } } GetAncestorFirstNameNoTooltip = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_firstnamenotooltip } } GetAncestorFirstNamePossessiveNoTooltip = { type = legend text = { trigger = { exists = legend_property:ancestor_flag } localization_key = ancestor_flag_name_possessive } text = { trigger = { exists = legend_property:ancestor } localization_key = ancestor_firstnamepossessivenotooltip } } GetBirthCircumstancesLegend = { type = legend text = { trigger = { legend_property:reason ?= flag:virgin } localization_key = born_to_a_virgin_mother } text = { trigger = { NOT = { legend_property:reason = flag:virgin } } localization_key = born_under_auspicious_stars } } GetSaintlyTrait = { type = character text = { trigger = { has_trait = theologian } localization_key = GetSaintlyTrait_theologian } text = { trigger = { has_trait = sayyid } localization_key = GetSaintlyTrait_sayyid } } GetPiousAdj = { type = character random_valid = yes text = { localization_key = GetPiousAdj_pious } text = { localization_key = GetPiousAdj_sacred } text = { localization_key = GetPiousAdj_holy } text = { localization_key = GetPiousAdj_devout } text = { localization_key = GetPiousAdj_religious } text = { localization_key = GetPiousAdj_saintly } } GetDescendantSynonym = { type = character random_valid = yes text = { localization_key = GetDescendantSynonym_descendant } text = { localization_key = GetDescendantSynonym_offspring } text = { localization_key = GetDescendantSynonym_heir } text = { localization_key = GetDescendantSynonym_progeny } text = { localization_key = GetDescendantSynonym_scion } } GetCustodianSynonym = { type = character random_valid = yes text = { localization_key = GetCustodianSynonym_custodian } text = { localization_key = GetCustodianSynonym_guardian } text = { localization_key = GetCustodianSynonym_protector } text = { localization_key = GetCustodianSynonym_keeper } text = { localization_key = GetCustodianSynonym_defender } }