unfucking the mod
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440
events/historical_character_events.txt
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440
events/historical_character_events.txt
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namespace = historical_char_creation_events
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historical_char_creation_events.1 = {
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type = character_event
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title = historical_char_creation_events.t
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desc = {
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first_valid = {
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triggered_desc = {
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trigger = {
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scope:historical_character = {
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has_variable = alternative_origin_courtier
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}
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}
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desc = historical_char_creation_events_alternative.desc
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}
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desc = historical_char_creation_events.desc
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}
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}
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theme = friendly
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override_effect_2d = legend_glow
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override_background = {
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trigger = {
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scope:historical_character.faith = faith:norse_pagan
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}
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reference = fp1_runestone_circle
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}
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override_background = {
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trigger = {
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scope:historical_character = { has_variable = alternative_origin_courtier }
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}
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reference = throne_room
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}
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override_background = {
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trigger = {
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scope:historical_character = {
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has_trait = lifestyle_poet
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}
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}
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reference = relaxing_room
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}
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override_background = {
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trigger = {
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scope:historical_character = {
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OR = {
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has_trait = eunuch_1
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has_trait = beardless_eunuch
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}
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}
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}
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reference = relaxing_room
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}
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override_background = {
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trigger = {
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scope:birth_location.title_province = {
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is_coastal = yes
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}
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scope:historical_character = {
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has_trait = adventurer
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}
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}
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reference = docks
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}
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override_background = {
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trigger = {
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scope:historical_character = {
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has_trait = adventurer
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}
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}
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reference = terrain_scope
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}
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override_background = {
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trigger = {
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scope:historical_character = {
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religion = scope:birth_location.religion
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OR = {
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has_trait = devoted
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has_trait = theologian
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}
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}
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}
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reference = holy_site_generic_scope
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}
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override_background = {
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trigger = {
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scope:historical_character = {
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OR = {
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has_trait = scholar
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has_trait = administrator
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}
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}
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}
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reference = bp2_university_scope
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}
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override_background = {
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trigger = {
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scope:historical_character = {
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OR = {
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has_education_martial_trigger = yes
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has_trait = gallant
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has_trait = strategist
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}
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}
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}
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reference = courtyard
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}
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override_background = {
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trigger = {
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scope:birth_location.title_province = { has_holding = yes }
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}
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reference = market_scope
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}
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override_background = {
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reference = terrain_scope
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}
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right_portrait = {
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character = scope:historical_character_2
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animation = flirtation_left
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}
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left_portrait = {
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character = scope:historical_character
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triggered_animation = {
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trigger = {
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exists = scope:historical_character_2
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}
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animation = admiration
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}
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triggered_animation = {
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trigger = {
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has_variable = hodja
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}
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animation = laugh
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}
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triggered_animation = {
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trigger = {
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OR = {
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has_variable = takezaki_suenaga
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has_variable = sakata_kintoki
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}
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}
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animation = hasso_no_kamae
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}
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triggered_animation = {
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trigger = {
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OR = {
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has_variable = yue_fei
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has_variable = wen_tianxiang
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has_variable = pham_ngu_lao
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}
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}
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animation = relaxed_spear
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}
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triggered_animation = {
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trigger = {
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has_trait = diplomat
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}
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animation = chancellor
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}
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = eunuch_1
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has_trait = beardless_eunuch
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}
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has_education_intrigue_trigger = yes
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}
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animation = scheme
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}
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = eunuch_1
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has_trait = beardless_eunuch
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}
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}
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animation = obsequious_bow
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}
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = berserker
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has_trait = gallant
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has_trait = strategist
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}
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}
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animation = inspect_weapon
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}
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triggered_animation = {
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trigger = {
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OR = {
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has_trait = organizer
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has_trait = lifestyle_traveler
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has_trait = architect
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has_trait = adventurer
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}
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}
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animation = survey
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}
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triggered_animation = {
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trigger = {
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has_trait = possessed_1
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}
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animation = eccentric
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}
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triggered_animation = {
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trigger = {
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has_trait = lifestyle_poet
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OR = {
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has_trait = theologian
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has_trait = scholar
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}
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}
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animation = happy_teacher
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}
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triggered_animation = {
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trigger = {
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has_character_flag = murasaki
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}
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animation = fanning_coyly
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}
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triggered_animation = {
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trigger = {
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has_trait = lifestyle_poet
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}
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animation = storyteller
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}
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triggered_animation = {
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trigger = {
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has_trait = lifestyle_mystic
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}
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animation = personality_zealous
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}
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triggered_animation = {
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trigger = {
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has_trait = lifestyle_physician
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}
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animation = physician
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}
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triggered_animation = {
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trigger = {
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has_education_martial_trigger = yes
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}
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animation = sword_coup_degrace
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}
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triggered_animation = {
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trigger = {
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has_education_stewardship_trigger = yes
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}
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animation = steward
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}
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triggered_animation = {
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trigger = {
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has_variable = legendary_author
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}
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animation = writing
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}
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triggered_animation = {
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trigger = {
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has_trait = devoted
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}
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animation = prayer
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}
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animation = writing
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}
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immediate = {
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scope:birth_location = {
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save_scope_as = background_terrain_scope
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title_province = { save_scope_as = background_market_scope }
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title_province = { save_scope_as = background_university_scope }
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}
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scope:historical_character.location = { save_scope_as = holy_site_scope }
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}
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option = {
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name = historical_char_creation_events.1.a
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add_internal_flag = dangerous
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trigger = {
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has_ep3_dlc_trigger = yes
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}
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flavor = danger_dynasty_abandon_tt
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if = {
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limit = {
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is_ai = no
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}
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add_achievement_global_variable_effect = {
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VARIABLE = finished_historically_inaccurate_achievement
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VALUE = yes
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}
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}
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scope:historical_character = {
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create_landless_adventurer_title_effect = {
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REASON = flag:voluntary
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FLAVOR_CHAR = root
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}
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}
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set_player_character = scope:historical_character
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hidden_effect = {
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scope:historical_character = {
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populate_location_with_contracts_effect = {
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AREA_CHAR = scope:historical_character
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AMOUNT = 3
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}
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if = {
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limit = {
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exists = scope:historical_character_2
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}
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add_courtier = scope:historical_character_2
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}
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}
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}
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ai_chance = {
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base = 0
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}
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}
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option = {
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name = historical_char_creation_events.1.b
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custom_tooltip = obligation_hook_tt
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add_courtier = scope:historical_character
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add_hook = {
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type = obligation_hook
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target = scope:historical_character
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}
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if = {
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limit = {
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exists = scope:historical_character_2
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}
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add_courtier = scope:historical_character_2
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add_hook = {
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type = obligation_hook
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target = scope:historical_character_2
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}
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}
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ai_chance = {
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base = 100
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}
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}
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option = {
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name = historical_char_creation_events.1.c
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flavor = will_wander_tt
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add_prestige = minor_prestige_gain
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if = {
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limit = {
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has_ep3_dlc_trigger = yes
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exists = scope:explorer
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}
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scope:historical_character = {
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create_landless_adventurer_title_effect = {
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REASON = flag:voluntary
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FLAVOR_CHAR = root
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}
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}
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}
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else_if = {
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limit = {
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has_ep3_dlc_trigger = yes
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is_ai = yes
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}
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random = {
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chance = 15
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scope:historical_character = {
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create_landless_adventurer_title_effect = {
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REASON = flag:voluntary
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FLAVOR_CHAR = root
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}
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}
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}
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}
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ai_chance = {
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base = 100
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modifier = {
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add = 150
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scope:historical_character.culture = {
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has_cultural_parameter = much_more_likely_to_be_laamps
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}
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}
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modifier = {
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add = 50
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scope:historical_character.culture = {
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has_cultural_parameter = more_likely_to_be_laamps
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}
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}
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}
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}
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after = {
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remove_character_flag = need_military_outfit
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}
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}
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# Major religious inspiration outcome
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historical_char_creation_events.2 = {
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type = character_event
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title = historical_char_creation_events.2.t
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desc = historical_char_creation_events.2.desc
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theme = faith
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override_effect_2d = legend_glow
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left_portrait = {
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character = scope:inspiration_owner
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animation = personality_zealous
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}
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immediate = {
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play_music_cue = "mx_cue_epic_sacral_moment"
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}
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option = {
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name = historical_char_creation_events.2.a
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add_character_flag = major_religious_inspiration
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add_character_modifier = {
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modifier = religious_reformer_modifier
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}
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custom_tooltip = mass_conversion_tt
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}
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}
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