300 lines
5.6 KiB
Plaintext
300 lines
5.6 KiB
Plaintext
RG_leader_trait_tempest_incoming_random_kill_effect = {
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if = {
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limit = {
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# Check if the general on side A has the supreme warrior trait
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any_ground_combat_$SIDE_A$ = {
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exists = leader
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leader = {
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has_trait = RG_leader_trait_general_gray_skill
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}
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}
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}
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if = {
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limit = {
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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value > 100
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}
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}
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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}
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else = {
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if = {
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limit = {
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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 5
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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95 = {
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}
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5 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 10
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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90 = {
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}
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10 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 20
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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80 = {
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}
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20 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 30
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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70 = {
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}
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30 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 40
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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60 = {
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}
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40 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 40
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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60 = {
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}
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40 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 50
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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50 = {
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}
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50 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 60
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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40 = {
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}
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60 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 70
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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30 = {
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}
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70 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 80
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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20 = {
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}
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80 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value <= 90
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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10 = {
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}
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90 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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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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check_variable = {
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which = rg_general_skill_combat_killed_variable
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value >= 90
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}
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}
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random_list = {
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# NOTE: Update custom loc for effect when changing probablity
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5 = {
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}
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95 = {
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random_ground_combat_$SIDE_B$ = {
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limit = {
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is_in_frontline = yes
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}
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remove_army = yes
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}
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}
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}
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}
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}
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}
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}
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RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = {
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set_variable = {
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which = rg_nanorebuild_counter
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value = 0
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}
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}
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RG_leader_trait_general_tempest_incoming_counter_init_effect = {
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set_variable = {
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which = rg_general_skill_combat_daypassed_variable
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value = 1
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}
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set_variable = {
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which = rg_general_skill_combat_killed_variable
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value = 0
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}
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}
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