NOT = { has_character_flag = planning_an_activity }
}
# Variable set on Mandala succession
custom_tooltip = {
text = busy_in_mandala_succession
NOT = { has_variable = busy_in_mandala_succession }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
# Variable set on Mandala succession
custom_tooltip = {
text = busy_in_mandala_succession
NOT = { has_variable = busy_in_mandala_succession }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
is_physically_able = {
is_available_quick = {
alive = yes
imprisoned = no
incapable = no
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
is_physically_able_ai = {
is_available_quick = {
ai = yes
alive = yes
imprisoned = no
incapable = no
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
is_physically_able_adult = {
is_available_quick = {
adult = yes
alive = yes
imprisoned = no
incapable = no
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
is_physically_able_ai_adult = {
is_available_quick = {
ai = yes
adult = yes
alive = yes
imprisoned = no
incapable = no
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
is_available_adult_or_is_commanding = {
OR = {
is_commanding_army = yes
is_available_adult = yes
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
NOT = { has_character_flag = planning_an_activity }
}
}
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
# Meaning you may be at war, but you're still located in your capital.
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
# Checks if a character is either landed, a landless house head within an admin realm, a landless nomad, a landless adventurer, a landless soryo, or a minister