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 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 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 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 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 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 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 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 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 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 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 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 5 = {} 95 = { random_ground_combat_$SIDE_B$ = { limit = { is_in_frontline = yes } remove_army = yes } } } } } } }