realgray-stellaris-mod/common/scripted_effects/RG_combat_skill_effects.txt

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RG_leader_trait_tempest_incoming_random_kill_effect = {
if = {
limit = {
# Check if the general on side A has the supreme warrior trait
any_ground_combat_$SIDE_A$ = {
exists = leader
leader = {
has_trait = RG_leader_trait_general_gray_skill
}
}
}
if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value > 100
}
}
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
else = {
if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 5
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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95 = {
}
5 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 10
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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90 = {
}
10 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 20
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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80 = {
}
20 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 30
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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70 = {
}
30 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 40
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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60 = {
}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 40
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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60 = {
}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 50
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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50 = {
}
50 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 60
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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40 = {
}
60 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 70
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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30 = {
}
70 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 80
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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20 = {
}
80 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 90
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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10 = {
}
90 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value >= 90
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
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5 = {
}
95 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
}
}
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}