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 } } } } } } } RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = { set_variable = { which = rg_nanorebuild_counter value = 0 } } RG_leader_trait_general_tempest_incoming_counter_init_effect = { set_variable = { which = rg_general_skill_combat_daypassed_variable value = 1 } set_variable = { which = rg_general_skill_combat_killed_variable value = 0 } }