N3OW/common/customizable_localization/00_rich_presence_flavor_status.txt
2025-02-20 17:49:25 +00:00

630 lines
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Text

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
}
}