Merge branch 'Minority-Community-Branch'
This commit is contained in:
commit
a51a548e46
111 changed files with 194170 additions and 1017 deletions
934
common/scripted_triggers/00_available_for_events_triggers.txt
Normal file
934
common/scripted_triggers/00_available_for_events_triggers.txt
Normal file
|
|
@ -0,0 +1,934 @@
|
|||
###TRIGGER LIST
|
||||
#has_contagious_deadly_disease_trigger
|
||||
#is_healthy
|
||||
#is_available
|
||||
#is_available_ai
|
||||
#is_available_adult
|
||||
#is_available_healthy_adult
|
||||
#is_available_ai_adult
|
||||
#is_available_healthy_ai_adult
|
||||
#is_capable_adult
|
||||
#is_capable_adult_ai
|
||||
#liege_is_boss_trigger
|
||||
#can_select_lifestyle_focus
|
||||
#can_marry
|
||||
#can_become_concubine
|
||||
|
||||
has_contagious_deadly_disease_trigger = {
|
||||
has_trait_with_flag = contagious_deadly_disease
|
||||
}
|
||||
|
||||
is_healthy = {
|
||||
custom_tooltip = {
|
||||
text = not_poor_health_tt
|
||||
health >= fine_health
|
||||
}
|
||||
NOT = {
|
||||
has_trait_with_flag = is_healthy_trigger_flag
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
}
|
||||
|
||||
basic_is_available_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
}
|
||||
|
||||
is_available_allow_travelling = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
in_army = 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.
|
||||
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.
|
||||
is_available_travelling = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
travel = yes
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
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_travelling_adult = {
|
||||
is_available_quick = {
|
||||
travel = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
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_travelling_ai_adult = {
|
||||
is_available_quick = {
|
||||
travel = yes
|
||||
adult = yes
|
||||
ai = yes
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
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_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
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
is_capable_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
is_capable_adult_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
can_select_lifestyle_focus = {
|
||||
is_capable_adult = yes
|
||||
is_playable_character = yes
|
||||
}
|
||||
|
||||
is_not_hostile_towards_root = {
|
||||
NOR = {
|
||||
is_a_faction_member = yes
|
||||
any_scheme = {
|
||||
hostile_scheme_trigger = yes
|
||||
scheme_target_character = root
|
||||
}
|
||||
is_at_war_with = root
|
||||
}
|
||||
}
|
||||
|
||||
player_target_available_for_personal_scheme_ongoing_events_trigger = {
|
||||
$TARGET$ = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
$OWNER$ = { is_ruler = no }
|
||||
}
|
||||
is_at_war = no
|
||||
}
|
||||
trigger_else = {
|
||||
always = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
basic_is_valid_for_yearly_events_trigger = {
|
||||
is_playable_character = yes
|
||||
is_available_quick = {
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_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.
|
||||
is_valid_for_narrow_yearly_events = {
|
||||
is_available_quick = {
|
||||
at_war = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_commanding_army = no
|
||||
is_playable_character = yes
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_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.
|
||||
is_valid_for_narrow_yearly_events_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
at_war = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_commanding_army = no
|
||||
is_playable_character = yes
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_activity
|
||||
}
|
||||
}
|
||||
|
||||
is_within_diplo_range = {
|
||||
capital_province ?= {
|
||||
save_temporary_scope_as = my_capital
|
||||
$CHARACTER$.capital_province ?= {
|
||||
squared_distance = {
|
||||
target = scope:my_capital
|
||||
value < 200000
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a Nomad
|
||||
is_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_ruler = yes
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a landed Nomad
|
||||
is_landed_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_available_quick = {
|
||||
ruler = yes
|
||||
landed = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Checks if a character is a landless nomad with a domicile
|
||||
is_landless_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_landed = no
|
||||
has_domicile = yes
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a landless adventurer
|
||||
is_landless_adventurer = {
|
||||
OR = {
|
||||
government_has_flag = government_is_landless_adventurer
|
||||
government_has_flag = government_is_landless_minority
|
||||
}
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a governor in an admin realm (implying they are landed)
|
||||
is_governor = {
|
||||
government_allows = administrative
|
||||
is_landed = yes
|
||||
top_liege != this
|
||||
OR = {
|
||||
highest_held_title_tier >= main_administrative_tier
|
||||
highest_held_title_tier >= min_title_maa_tier
|
||||
}
|
||||
tgp_is_ceremonial_liege_trigger = no
|
||||
}
|
||||
is_governor_or_admin_count = {
|
||||
government_allows = administrative
|
||||
is_landed = yes
|
||||
top_liege != this
|
||||
highest_held_title_tier >= tier_county
|
||||
tgp_is_ceremonial_liege_trigger = no
|
||||
}
|
||||
|
||||
# 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
|
||||
is_playable_character = {
|
||||
OR = {
|
||||
is_landed = yes
|
||||
is_landless_administrative = yes
|
||||
is_landless_adventurer = yes
|
||||
is_landless_nomad = yes
|
||||
is_landless_soryo = yes
|
||||
tgp_is_any_minister = yes # To keep ministers playable, regardless of having a nobel family title or not
|
||||
}
|
||||
}
|
||||
|
||||
roman_restoration_is_valid_roman_empire_trigger = {
|
||||
is_ai = no
|
||||
is_roman_emperor_trigger = yes
|
||||
OR = {
|
||||
religion = religion:christianity_religion #Either Christian
|
||||
religion = religion:hellenism_religion #Or Hellenic
|
||||
}
|
||||
NOT = { has_ep3_dlc_trigger = yes }
|
||||
}
|
||||
|
||||
is_eunuch_trigger = {
|
||||
OR = {
|
||||
has_trait = eunuch_1
|
||||
has_trait = beardless_eunuch
|
||||
}
|
||||
}
|
||||
|
|
@ -267,17 +267,8 @@ building_paddy_fields_requirement_terrain = {
|
|||
text = building_paddy_fields_requirement_terrain_tt
|
||||
OR = {
|
||||
terrain = terraced_hills
|
||||
AND = {
|
||||
terrain = floodplains
|
||||
OR = {
|
||||
geographical_region = graphical_east_asia
|
||||
geographical_region = custom_viet_lands
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
terrain = wetlands
|
||||
county.culture = { has_cultural_parameter = champa_rice_wet_land_paddies }
|
||||
}
|
||||
terrain = floodplains
|
||||
terrain = wetlands
|
||||
AND = {
|
||||
OR = {
|
||||
terrain = hills
|
||||
|
|
@ -289,6 +280,20 @@ building_paddy_fields_requirement_terrain = {
|
|||
}
|
||||
}
|
||||
|
||||
building_potato_fields_requirement_terrain = {
|
||||
custom_tooltip = {
|
||||
text = building_potato_fields_requirement_terrain_tt
|
||||
OR = {
|
||||
terrain = farmlands
|
||||
terrain = hills
|
||||
terrain = tells
|
||||
terrain = plains
|
||||
terrain = steppe
|
||||
terrain = mountains
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
building_cereal_fields_requirement_terrain = {
|
||||
OR = {
|
||||
terrain = farmlands
|
||||
|
|
|
|||
|
|
@ -126,6 +126,20 @@ portrait_wear_armor_trigger = {
|
|||
limit = { portrait_sickness_trigger = yes }
|
||||
is_in_army = yes
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { government_allows = barter }
|
||||
OR = {
|
||||
is_at_war = yes
|
||||
involved_activity = { has_activity_type = activity_tournament }
|
||||
# Serving Varangian
|
||||
has_character_flag = is_currently_varangian
|
||||
# In a Duel
|
||||
has_character_flag = single_combat_duel_armor
|
||||
has_character_flag = forced_knight_armor
|
||||
# In a Tournament
|
||||
activity_tournament_armor_trigger = yes
|
||||
}
|
||||
}
|
||||
OR = {
|
||||
# Mercenaries, Holy Orders, Adventurers
|
||||
AND = {
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ maa_regiments_valid_for_cheap_reinforcement_trigger = {
|
|||
}
|
||||
|
||||
maa_regiments_cost_more_to_reinforce_per_soldier_trigger = {
|
||||
regiment_owner = { government_has_flag = government_is_landless_adventurer }
|
||||
regiment_owner = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
OR = {
|
||||
is_unit_type = elephant_cavalry
|
||||
is_unit_type = siege_weapon
|
||||
|
|
@ -26,7 +26,7 @@ maa_regiments_valid_to_refill_trigger = {
|
|||
maa_current_troops_count < maa_max_troops_count
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:actor = { government_has_flag = government_is_landless_adventurer }
|
||||
scope:actor = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
is_unit_type = elephant_cavalry
|
||||
}
|
||||
scope:actor.domicile ?= { has_domicile_parameter = camp_reinforce_elephant_regiments_anywhere }
|
||||
|
|
@ -193,11 +193,6 @@ is_valid_for_laampdom = {
|
|||
ai_boldness >= low_negative_ai_value
|
||||
ai_energy >= low_negative_ai_value
|
||||
}
|
||||
NOR = {
|
||||
has_trait = content # Too chill to adventure
|
||||
has_trait = craven # Too scared to adventure
|
||||
has_trait = lazy # Too lazy to adventure
|
||||
}
|
||||
# Block admin members of noble families
|
||||
NOT = {
|
||||
house ?= {
|
||||
|
|
@ -405,7 +400,7 @@ valid_laamp_basic_trigger = {
|
|||
$EMPLOYER$ = {
|
||||
OR = {
|
||||
employer = $LAAMP$
|
||||
NOT = { government_has_flag = government_is_landless_adventurer }
|
||||
NOT = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
}
|
||||
}
|
||||
# Don't offer to work with those who've wronged us.
|
||||
|
|
@ -435,7 +430,7 @@ valid_laamp_basic_trigger = {
|
|||
}
|
||||
}
|
||||
}
|
||||
$LAAMP$ = { government_has_flag = government_is_landless_adventurer }
|
||||
$LAAMP$ = { OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } }
|
||||
$LAAMP$ = {
|
||||
trigger_if = {
|
||||
limit = { is_at_war = no }
|
||||
|
|
|
|||
511
common/scripted_triggers/00_law_triggers.txt
Normal file
511
common/scripted_triggers/00_law_triggers.txt
Normal file
|
|
@ -0,0 +1,511 @@
|
|||
|
||||
character_gender_can_rule_title_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$GENDER$ = { is_male = yes }
|
||||
exists = $TITLE$
|
||||
$TITLE$ = {
|
||||
NOT = {
|
||||
has_title_law = female_only_law
|
||||
}
|
||||
}
|
||||
}
|
||||
always = yes
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
$GENDER$ = { is_female = yes }
|
||||
exists = $TITLE$
|
||||
$TITLE$ = {
|
||||
NOT = {
|
||||
has_title_law = male_only_law
|
||||
}
|
||||
}
|
||||
}
|
||||
always = yes
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
character_gender_can_inherit_from_trigger = {
|
||||
save_temporary_scope_as = heir
|
||||
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$CHARACTER$ = { exists = primary_title }
|
||||
}
|
||||
$CHARACTER$ = {
|
||||
character_gender_can_rule_title_trigger = {
|
||||
GENDER = scope:heir
|
||||
TITLE = primary_title
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
has_partition_succession_realm_law_trigger = {
|
||||
OR = {
|
||||
has_realm_law = confederate_partition_succession_law
|
||||
has_realm_law = partition_succession_law
|
||||
has_realm_law = high_partition_succession_law
|
||||
has_realm_law = clan_antagonistic_partition_succession_law
|
||||
has_realm_law = clan_competitive_partition_succession_law
|
||||
has_realm_law = clan_impassive_partition_succession_law
|
||||
has_realm_law = clan_friendly_partition_succession_law
|
||||
has_realm_law = clan_harmonious_partition_succession_law
|
||||
}
|
||||
}
|
||||
|
||||
realm_law_use_crown_authority = {
|
||||
government_has_flag = government_uses_crown_authority
|
||||
}
|
||||
|
||||
realm_law_use_tribal_authority = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
|
||||
realm_law_use_camp_purpose = {
|
||||
government_has_flag = government_is_landless_adventurer
|
||||
}
|
||||
|
||||
realm_law_use_imperial_bureaucracy = {
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
government_has_flag = government_is_japan_administrative
|
||||
}
|
||||
}
|
||||
|
||||
realm_law_use_nomadic_authority = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
|
||||
realm_law_use_celestial_bureaucracy = {
|
||||
government_has_flag = government_is_celestial
|
||||
}
|
||||
|
||||
realm_law_is_mandala = {
|
||||
government_has_flag = government_is_mandala
|
||||
}
|
||||
|
||||
realm_law_use_meritocratic_bureaucracy = {
|
||||
OR = {
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
}
|
||||
}
|
||||
|
||||
realm_uses_treasury_laws_trigger = {
|
||||
government_allows = treasury
|
||||
}
|
||||
|
||||
realm_law_use_japanese_bureaucracy = {
|
||||
government_is_japanese_trigger = yes
|
||||
}
|
||||
|
||||
can_have_confederate_partition_succession_law_trigger = {
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_tribal
|
||||
government_has_flag = government_is_minority
|
||||
# TGP
|
||||
AND = {
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_realm_has_ceremonial_liege_trigger = yes
|
||||
is_independent_ruler = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_partition_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = partition_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_partition_succession_law_trigger = yes
|
||||
|
||||
# Mongol Empires
|
||||
has_title = title:e_mongol_empire
|
||||
has_title = title:e_ilkhanate
|
||||
has_title = title:e_golden_horde
|
||||
has_title = title:e_chagatai
|
||||
has_title = title:e_red_horde
|
||||
has_title = title:e_white_horde
|
||||
has_title = title:e_aarlud_khanate
|
||||
has_title = title:e_togskol_khanate
|
||||
has_title = title:e_baruun_khanate
|
||||
has_title = title:e_great_yuan
|
||||
has_title = title:e_blue_horde
|
||||
has_title = title:e_omnod_dalai_khanate
|
||||
}
|
||||
}
|
||||
NOT = { government_has_flag = government_is_clan }
|
||||
}
|
||||
|
||||
can_have_partition_succession_law_trigger = {
|
||||
culture = {
|
||||
has_innovation = innovation_hereditary_rule
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_high_partition_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = high_partition_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
|
||||
# Mongol Empires
|
||||
has_title = title:e_mongol_empire
|
||||
has_title = title:e_ilkhanate
|
||||
has_title = title:e_golden_horde
|
||||
has_title = title:e_chagatai
|
||||
has_title = title:e_red_horde
|
||||
has_title = title:e_white_horde
|
||||
has_title = title:e_aarlud_khanate
|
||||
has_title = title:e_togskol_khanate
|
||||
has_title = title:e_baruun_khanate
|
||||
has_title = title:e_great_yuan
|
||||
has_title = title:e_blue_horde
|
||||
has_title = title:e_omnod_dalai_khanate
|
||||
}
|
||||
}
|
||||
NOT = { government_has_flag = government_is_clan}
|
||||
}
|
||||
|
||||
can_have_high_partition_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = can_enact_high_partition_succession_law }
|
||||
}
|
||||
}
|
||||
culture = { has_innovation = innovation_heraldry }
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_succession_law_trigger = yes
|
||||
# Byzantine Empire / Ceremonial Liege
|
||||
historical_succession_access_single_heir_succession_law_trigger = yes
|
||||
has_variable = purge_oath_previous_law # ACH Purge Pretenders Oath
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_succession_law_trigger = {
|
||||
trigger_if = { # Celestial/Meritocratic/Soryo
|
||||
limit = {
|
||||
OR = {
|
||||
government_allows = merit
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
custom_tooltip = { # You are independent, have the innovation or are Ceremonial Monarch
|
||||
text = can_have_single_heir_succession_law_trigger_merit_or_japan_tt
|
||||
OR = {
|
||||
is_independent_ruler = yes
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = { tgp_realm_has_ceremonial_liege_trigger = yes }
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
trigger_else = {
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
}
|
||||
# Non-tribals only
|
||||
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
|
||||
limit = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = must_be_feudal_clan_or_admin
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = administrative
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = merit
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
# Admin rules
|
||||
trigger_if = {
|
||||
limit = { government_allows = administrative }
|
||||
trigger_if = {
|
||||
limit = { tgp_realm_has_ceremonial_liege_trigger = yes }
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
trigger_else = { is_independent_ruler = yes }
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_youngest_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_succession_law_youngest
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_youngest_succession_law_trigger = yes
|
||||
historical_succession_access_single_heir_succession_law_youngest_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_youngest_succession_law_trigger = {
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
# Non-tribals only
|
||||
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
|
||||
limit = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = must_be_feudal_clan_or_admin
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = administrative
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
government_allows = administrative
|
||||
}
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_dynasty_house_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_dynasty_house
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_dynasty_house_trigger = yes
|
||||
historical_succession_access_single_heir_dynasty_house_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_dynasty_house_trigger = {
|
||||
exists = house
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:czech
|
||||
this = culture:slovien
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:czech
|
||||
}
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:slovien
|
||||
}
|
||||
NOT = { has_innovation = innovation_heraldry }
|
||||
}
|
||||
}
|
||||
}
|
||||
culture = {
|
||||
has_innovation = innovation_table_of_princes
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
culture = {
|
||||
has_innovation = innovation_heraldry
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
NOT = { government_allows = administrative }
|
||||
}
|
||||
|
||||
can_have_bishop_theocratic_succession_law_trigger = {
|
||||
OR = {
|
||||
is_theocratic_lessee = yes
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
}
|
||||
|
||||
is_temporal_head_of_faith_trigger = {
|
||||
is_head_of_faith = yes
|
||||
holder.faith = { has_doctrine = doctrine_temporal_head }
|
||||
}
|
||||
|
||||
can_title_have_law_general_trigger = {
|
||||
tier >= tier_duchy
|
||||
is_temporal_head_of_faith_trigger = no
|
||||
}
|
||||
|
||||
can_have_holy_order_succession_law_trigger = {
|
||||
government_has_flag = government_is_holy_order
|
||||
}
|
||||
|
||||
can_have_mercenary_succession_law_trigger = {
|
||||
government_has_flag = government_is_mercenary
|
||||
}
|
||||
|
||||
can_have_city_succession_law_trigger = {
|
||||
government_has_flag = government_is_republic
|
||||
}
|
||||
|
||||
can_have_herder_succession_law_trigger = {
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
|
||||
title_can_reduce_partition_law_trigger = {
|
||||
holder ?= {
|
||||
OR = {
|
||||
has_realm_law = single_heir_succession_law
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
}
|
||||
OR = {
|
||||
has_realm_law = high_partition_succession_law
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
}
|
||||
OR = {
|
||||
has_realm_law = partition_succession_law
|
||||
can_have_confederate_partition_succession_law_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_pass_law_ca1_trigger = {
|
||||
culture = { has_innovation = innovation_plenary_assemblies }
|
||||
}
|
||||
|
||||
can_pass_law_ca2_trigger = {
|
||||
culture = { has_innovation = innovation_royal_prerogative }
|
||||
}
|
||||
|
||||
can_pass_law_ca3_trigger = {
|
||||
culture = { has_innovation = innovation_royal_prerogative }
|
||||
}
|
||||
|
||||
can_have_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
top_liege = this
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_japan_administrative
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = acclamation_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_acclamation_succession_law_trigger = yes
|
||||
has_title = title:e_byzantium
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
|
||||
can_have_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_japan_administrative
|
||||
government_has_flag = government_is_meritocratic
|
||||
}
|
||||
is_independent_ruler = no
|
||||
}
|
||||
|
||||
can_keep_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = appointment_succession_law
|
||||
}
|
||||
can_have_appointment_succession_law_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
can_change_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
176
common/scripted_triggers/00_legal_triggers.txt
Normal file
176
common/scripted_triggers/00_legal_triggers.txt
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
|
||||
### Legal trigger list
|
||||
|
||||
opposes_succession_law_change_trigger = {
|
||||
is_imprisoned = no
|
||||
opinion = {
|
||||
target = liege
|
||||
value < 0
|
||||
}
|
||||
custom_description = {
|
||||
text = law_change_approval_is_cowed
|
||||
has_dread_level_towards = {
|
||||
target = liege
|
||||
level < 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_succession_laws_realm_flag_trigger = {
|
||||
trigger_if = {
|
||||
limit = { realm_law_use_tribal_authority = yes }
|
||||
custom_description = {
|
||||
text = "has_tribal_law_allowing_succession_law_change"
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = { realm_law_use_imperial_bureaucracy = yes }
|
||||
custom_description = {
|
||||
text = has_imperial_bureaucracy_law_allowing_succession_law_change
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = "has_crown_law_allowing_succession_law_change"
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_succession_law_trigger = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_single_heir_dynasty_house_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:czech
|
||||
this = culture:slovien
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:czech
|
||||
}
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:slovien
|
||||
}
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
culture = {
|
||||
has_innovation = innovation_table_of_princes
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_to_equal_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = { has_realm_law_flag = can_change_succession_laws }
|
||||
}
|
||||
OR = {
|
||||
culture = { has_cultural_parameter = gender_equal_inheritance }
|
||||
faith = { has_doctrine = doctrine_gender_equal }
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_partition_succession_law_trigger = {
|
||||
custom_description = {
|
||||
text = "has_law_allowing_partition_succession_law_change"
|
||||
OR = {
|
||||
has_realm_law_flag = can_change_partition_succession_laws
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
## Can this character assign a dedicated heir?
|
||||
#
|
||||
# Check if a character can assign some designated heir,
|
||||
# but not if the heir is a valid candidate.
|
||||
#
|
||||
# root: Character that will assign an heir
|
||||
#
|
||||
can_designate_heir_trigger = {
|
||||
trigger_if = {
|
||||
# Admin always has access to this
|
||||
limit = { government_allows = administrative }
|
||||
|
||||
custom_description = {
|
||||
text = "has_admin_allowing_designate_heir"
|
||||
any_held_title = {
|
||||
is_noble_family_title = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
# Feudal and clan can get this by increasing crown authority
|
||||
limit = { has_realm_law_in_group = crown_authority }
|
||||
|
||||
custom_description = {
|
||||
text = "has_crown_authority_designate_heir"
|
||||
has_realm_law_flag = can_designate_heirs
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
# Everyone else also needs a law to gain access to this interaction
|
||||
custom_description = {
|
||||
text = "has_law_allowing_designate_heir"
|
||||
has_realm_law_flag = can_designate_heirs
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
can_change_title_law_trigger = {
|
||||
is_at_war = no
|
||||
}
|
||||
1787
common/scripted_triggers/07_ep3_triggers.txt
Normal file
1787
common/scripted_triggers/07_ep3_triggers.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -898,3 +898,32 @@ tgp_capital_not_in_chinese_naming_region = {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
farm_estates_3_4_trigger = {
|
||||
custom_tooltip = {
|
||||
text = farm_estates_3_4_trigger
|
||||
OR = {
|
||||
AND = {
|
||||
building_requirement_castle_city_church = { LEVEL = 02 }
|
||||
scope:holder.culture = {
|
||||
has_innovation = innovation_manorialism
|
||||
}
|
||||
building_farm_estates_requirement_terrain = yes
|
||||
}
|
||||
AND = {
|
||||
has_building_or_higher = pastures_04
|
||||
culture = {
|
||||
has_cultural_parameter = farm_estates_pastures_unlock
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
building_paddy_fields_requirement_terrain = yes
|
||||
scope:holder.culture = {
|
||||
has_innovation = innovation_champa_rice
|
||||
has_innovation = innovation_manorialism
|
||||
}
|
||||
building_requirement_castle_city_church = { LEVEL = 02 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue