Add Feruchemy activation chain (mistborn_feruchemy.0001/0010) for Terris characters discovering their art and creating first metalminds. Add Allomantic training events (mistborn_training.0001/0010/0020/0030) for mentoring family members. Add metal supply events (mistborn_metal.0001/0010/0020/0030) for reserve management and wartime scarcity. Add sandbox testing event (mistborn_sandbox.0001) for voluntary metallic arts discovery. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
288 lines
6.0 KiB
Plaintext
288 lines
6.0 KiB
Plaintext
############################################
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# Mistborn Mod - Metal Supply Events
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# Namespace: mistborn_metal
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############################################
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namespace = mistborn_metal
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# ============================================================
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# 0001 - Metal Reserves Running Low
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# Fires on yearly pulse for Allomancers without metal_reserves_abundant
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# ============================================================
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mistborn_metal.0001 = {
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type = character_event
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title = mistborn_metal.0001.t
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desc = mistborn_metal.0001.desc
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theme = intrigue
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override_background = {
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reference = "gfx/interface/illustrations/event_scenes/corridor.dds"
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}
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trigger = {
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is_allomancer_trigger = yes
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NOT = { has_character_modifier = metal_reserves_abundant }
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NOT = { has_character_modifier = metal_reserves_low }
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NOT = { has_character_modifier = metal_reserves_depleted }
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}
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weight_multiplier = {
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base = 1
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modifier = {
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factor = 2
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is_at_war = yes
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}
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}
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immediate = {
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# Grant the low modifier
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add_character_modifier = {
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modifier = metal_reserves_low
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years = 1
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}
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}
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# Buy more metals (noble route)
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option = {
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name = mistborn_metal.0001.a
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trigger = {
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gold >= 50
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NOT = { is_skaa_trigger = yes }
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}
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remove_short_term_gold = 50
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remove_character_modifier = metal_reserves_low
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add_character_modifier = {
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modifier = metal_reserves_abundant
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years = 2
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}
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ai_chance = {
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base = 80
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}
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}
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# Seek the black market
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option = {
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name = mistborn_metal.0001.b
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trigger = {
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intrigue >= 8
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}
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remove_short_term_gold = 20
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random_list = {
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70 = {
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remove_character_modifier = metal_reserves_low
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add_character_modifier = {
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modifier = metal_reserves_abundant
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years = 1
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}
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}
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30 = {
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increase_lord_ruler_attention_effect = yes
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custom_tooltip = mistborn_metal.0001.b.fail
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}
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}
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ai_chance = {
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base = 40
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}
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}
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# Ration supplies — keep the low modifier but extend awareness
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option = {
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name = mistborn_metal.0001.c
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add_stress = 20
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custom_tooltip = mistborn_metal.0001.c.tt
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ai_chance = {
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base = 10
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}
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}
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}
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# ============================================================
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# 0010 - Metal Reserves Depleted
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# Fires for Allomancers with metal_reserves_low who haven't resupplied
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# ============================================================
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mistborn_metal.0010 = {
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type = character_event
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title = mistborn_metal.0010.t
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desc = mistborn_metal.0010.desc
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theme = intrigue
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override_background = {
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reference = "gfx/interface/illustrations/event_scenes/corridor.dds"
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}
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trigger = {
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is_allomancer_trigger = yes
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has_character_modifier = metal_reserves_low
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NOT = { has_character_modifier = metal_reserves_abundant }
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NOT = { has_character_modifier = metal_reserves_depleted }
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}
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weight_multiplier = {
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base = 1
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}
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immediate = {
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remove_character_modifier = metal_reserves_low
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add_character_modifier = {
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modifier = metal_reserves_depleted
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years = 1
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}
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}
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# Desperate — we must find metals now
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option = {
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name = mistborn_metal.0010.a
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trigger = {
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gold >= 75
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NOT = { is_skaa_trigger = yes }
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}
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remove_short_term_gold = 75
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remove_character_modifier = metal_reserves_depleted
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add_character_modifier = {
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modifier = metal_reserves_abundant
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years = 2
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}
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ai_chance = {
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base = 90
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}
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}
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# Risk the black market
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option = {
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name = mistborn_metal.0010.b
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trigger = {
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intrigue >= 6
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}
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remove_short_term_gold = 15
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random_list = {
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60 = {
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remove_character_modifier = metal_reserves_depleted
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add_character_modifier = {
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modifier = metal_reserves_abundant
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years = 1
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}
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}
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40 = {
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increase_lord_ruler_attention_effect = yes
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custom_tooltip = mistborn_metal.0010.b.fail
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}
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}
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ai_chance = {
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base = 50
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}
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}
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# Endure the emptiness
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option = {
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name = mistborn_metal.0010.c
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add_stress = 40
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ai_chance = {
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base = 5
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}
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}
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}
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# ============================================================
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# 0020 - Metal Supply Windfall
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# Rare event: a lucky break provides metals for free
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# ============================================================
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mistborn_metal.0020 = {
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type = character_event
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title = mistborn_metal.0020.t
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desc = mistborn_metal.0020.desc
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theme = intrigue
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override_background = {
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reference = "gfx/interface/illustrations/event_scenes/corridor.dds"
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}
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trigger = {
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is_allomancer_trigger = yes
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OR = {
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has_character_modifier = metal_reserves_low
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has_character_modifier = metal_reserves_depleted
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}
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}
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weight_multiplier = {
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base = 0.1
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}
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immediate = {
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remove_character_modifier = metal_reserves_low
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remove_character_modifier = metal_reserves_depleted
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}
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# Accept the windfall
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option = {
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name = mistborn_metal.0020.a
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add_character_modifier = {
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modifier = metal_reserves_abundant
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years = 2
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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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}
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# ============================================================
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# 0030 - Wartime Metal Scarcity
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# Fires during wars for Allomancer characters — metal consumed faster
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# ============================================================
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mistborn_metal.0030 = {
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type = character_event
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title = mistborn_metal.0030.t
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desc = mistborn_metal.0030.desc
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theme = war
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override_background = {
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reference = "gfx/interface/illustrations/event_scenes/battlefield.dds"
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}
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trigger = {
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is_allomancer_trigger = yes
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is_at_war = yes
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has_character_modifier = metal_reserves_abundant
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}
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weight_multiplier = {
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base = 0.3
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}
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immediate = {
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}
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# Accept the accelerated consumption
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option = {
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name = mistborn_metal.0030.a
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remove_character_modifier = metal_reserves_abundant
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add_character_modifier = {
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modifier = metal_reserves_low
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years = 1
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}
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ai_chance = {
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base = 30
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}
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}
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# Ration metals carefully — keep abundant but take a stress hit
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option = {
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name = mistborn_metal.0030.b
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add_stress = 30
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custom_tooltip = mistborn_metal.0030.b.tt
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ai_chance = {
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base = 50
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}
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}
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# Spend gold to resupply from wartime merchants
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option = {
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name = mistborn_metal.0030.c
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trigger = {
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gold >= 100
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}
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remove_short_term_gold = 100
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custom_tooltip = mistborn_metal.0030.c.tt
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ai_chance = {
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base = 70
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}
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}
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}
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