Minority Community First Draft
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934
common/scripted_triggers/00_available_for_events_triggers.txt
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934
common/scripted_triggers/00_available_for_events_triggers.txt
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###TRIGGER LIST
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#has_contagious_deadly_disease_trigger
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#is_healthy
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#is_available
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#is_available_ai
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#is_available_adult
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#is_available_healthy_adult
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#is_available_ai_adult
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#is_available_healthy_ai_adult
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#is_capable_adult
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#is_capable_adult_ai
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#liege_is_boss_trigger
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#can_select_lifestyle_focus
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#can_marry
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#can_become_concubine
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has_contagious_deadly_disease_trigger = {
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has_trait_with_flag = contagious_deadly_disease
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}
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is_healthy = {
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custom_tooltip = {
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text = not_poor_health_tt
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health >= fine_health
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}
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NOT = {
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has_trait_with_flag = is_healthy_trigger_flag
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}
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has_contagious_deadly_disease_trigger = no
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}
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basic_is_available_ai = {
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is_available_quick = {
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ai = yes
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alive = yes
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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}
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is_available_allow_travelling = {
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is_available_quick = {
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alive = yes
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imprisoned = no
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incapable = no
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in_army = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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# Variable set on Mandala succession
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custom_tooltip = {
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text = busy_in_mandala_succession
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NOT = { has_variable = busy_in_mandala_succession }
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}
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}
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# 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.
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is_available = {
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is_available_quick = {
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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# Variable set on Mandala succession
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custom_tooltip = {
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text = busy_in_mandala_succession
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NOT = { has_variable = busy_in_mandala_succession }
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}
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}
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# 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.
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is_available_travelling = {
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is_available_quick = {
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alive = yes
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in_army = no
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imprisoned = no
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incapable = no
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travel = yes
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}
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has_contagious_deadly_disease_trigger = no
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NOR = {
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has_character_flag = is_in_task_contract_event_chain
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has_variable = gone_adventuring
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}
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}
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# 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.
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is_available_travelling_adult = {
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is_available_quick = {
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travel = yes
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adult = yes
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alive = yes
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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NOR = {
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has_character_flag = is_in_task_contract_event_chain
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has_variable = gone_adventuring
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}
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}
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# 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.
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is_available_travelling_ai_adult = {
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is_available_quick = {
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travel = yes
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adult = yes
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ai = yes
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alive = yes
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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NOR = {
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has_character_flag = is_in_task_contract_event_chain
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has_variable = gone_adventuring
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}
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}
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# 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.
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is_physically_able = {
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is_available_quick = {
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alive = yes
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imprisoned = no
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incapable = no
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}
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}
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# 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.
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is_physically_able_ai = {
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is_available_quick = {
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ai = yes
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alive = yes
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imprisoned = no
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incapable = no
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}
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}
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# 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.
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is_physically_able_adult = {
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is_available_quick = {
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adult = yes
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alive = yes
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imprisoned = no
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incapable = no
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}
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}
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# 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.
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is_physically_able_ai_adult = {
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is_available_quick = {
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ai = yes
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adult = yes
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alive = yes
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imprisoned = no
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incapable = no
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}
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}
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# 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.
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is_available_ai = {
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is_available_quick = {
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ai = yes
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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}
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# 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.
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is_available_child = {
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is_available_quick = {
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adult = no
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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}
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# 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.
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is_available_child_allow_travel = {
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is_available_quick = {
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adult = no
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alive = yes
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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}
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# 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.
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is_available_ai_child = {
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is_available_quick = {
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adult = no
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ai = yes
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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}
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# 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.
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is_available_healthy_child = {
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is_available_quick = {
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adult = no
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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is_healthy = yes
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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}
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# 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.
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is_available_healthy_ai_child = {
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is_available_quick = {
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ai = yes
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adult = no
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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is_healthy = yes
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
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name = holding_court_character_flag
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}
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is_being_visited_on_tour_strict = yes
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}
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}
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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}
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# 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.
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is_available_adult = {
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is_available_quick = {
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adult = yes
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
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name = homage_liege_scope
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name = meditation_character_flag
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name = local_shrine_rite
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name = petition_liege_character_flag
|
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name = holding_court_character_flag
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}
|
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is_being_visited_on_tour_strict = yes
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}
|
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}
|
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custom_description = {
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text = ALREADY_PLANNING_ACTIVITY
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NOT = { has_character_flag = planning_an_activity }
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}
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# Variable set within the adventure inspiration events
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NOT = { has_variable = gone_adventuring }
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}
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# 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.
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is_available_ai_adult = {
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is_available_quick = {
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ai = yes
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adult = yes
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alive = yes
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travel = no
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in_army = no
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imprisoned = no
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incapable = no
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}
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has_contagious_deadly_disease_trigger = no
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custom_description = {
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text = ALREADY_IN_ACTIVITY
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NOR = {
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exists = involved_activity
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has_variable = {
|
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name = homage_liege_scope
|
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name = meditation_character_flag
|
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name = local_shrine_rite
|
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name = petition_liege_character_flag
|
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name = holding_court_character_flag
|
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}
|
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is_being_visited_on_tour_strict = yes
|
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}
|
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}
|
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custom_description = {
|
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text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
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}
|
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# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
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}
|
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|
||||
# 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 = {
|
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adult = yes
|
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alive = yes
|
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travel = no
|
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in_army = no
|
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imprisoned = no
|
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incapable = no
|
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}
|
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is_healthy = yes
|
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custom_description = {
|
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text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
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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
|
||||
}
|
||||
}
|
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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
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue