N3OW/common/customizable_localization/06_ce1_legends_custom_loc.txt
2026-01-06 14:25:21 +01:00

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#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.OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion }
}
}
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
}
}