NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
# 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.
is_available = {
is_available_quick = {
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
# 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.
is_available_ai = {
is_available_quick = {
ai = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_child = {
is_available_quick = {
adult = no
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_child_allow_travel = {
is_available_quick = {
adult = no
alive = yes
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_ai_child = {
is_available_quick = {
adult = no
ai = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_healthy_child = {
is_available_quick = {
adult = no
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
is_healthy = yes
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_healthy_ai_child = {
is_available_quick = {
ai = yes
adult = no
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
is_healthy = yes
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_adult = {
is_available_quick = {
adult = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_ai_adult = {
is_available_quick = {
ai = yes
adult = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_healthy_adult = {
is_available_quick = {
adult = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
is_healthy = yes
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_healthy_ai_adult = {
is_available_quick = {
ai = yes
adult = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
is_healthy = yes
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
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.
is_available_at_peace = {
is_available_quick = {
at_war = no
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_at_peace_adult = {
is_available_quick = {
at_war = no
adult = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_at_peace_ai_adult = {
is_available_quick = {
ai = yes
adult = yes
alive = yes
imprisoned = no
incapable = no
travel = no
in_army = no
at_war = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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_available_at_peace_adult_lenient = {
is_available_quick = {
adult = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
at_war = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
NOT = { has_variable = gone_adventuring }
}
# 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.
is_available_even_at_war_adult = {
is_available_quick = {
adult = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = holding_court_character_flag
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
# Variable set within the adventure inspiration events
# 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 a landless house_head within an admin realm
is_landless_administrative = {
government_allows = administrative
is_landed = no
is_house_head = yes
has_domicile = yes
}
# Checks if a character is a landless house_head within a feudal realm
is_landless_soryo = {
government_has_flag = government_is_japan_feudal
is_landed = no
is_house_head = yes
has_domicile = yes
}
# Checks if a character is either landed or an unlanded house head within an admin realm
is_landed_or_landless_administrative = {
OR = {
is_landed = yes
is_landless_administrative = yes
}
}
# 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