###TRIGGER LIST #is_busy_in_events_unlocalised - already in an involved event chain #is_in_pseudo_activity_trigger - character is involved in a pseudo-activity #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 #is_busy_in_events_localised # Despite the name, there are rare instances in which these may become visible to the player - if you add to this list, add localization also is_busy_in_events_unlocalised = { OR = { has_character_flag = is_in_diplomacy_foreign_special_event has_character_flag = is_in_diplomacy_family_special_event has_character_flag = is_in_diplomacy_majesty_special_event has_character_flag = is_in_martial_special_event has_character_flag = is_in_stewardship_domain_special_event has_character_flag = is_in_stewardship_duty_special_event has_character_flag = is_in_stewardship_wealth_special_event has_character_flag = is_in_intrigue_special_event has_character_flag = is_in_learning_special_event has_character_flag = is_in_task_contract_event_chain has_character_flag = migration_events_1060_rode_ahead } } # For flags that *may* be seen by the player, and thus need to be cloaked in a custom description to look nice. is_busy_in_events_localised = { custom_description = { text = "yearly_1010_abducted" NOT = { has_character_flag = yearly_1010_abducted } } custom_description = { text = "yearly_1010_abductor" NOT = { has_character_flag = yearly_1010_abductor } } } has_contagious_deadly_disease_trigger = { OR = { has_trait = bubonic_plague has_trait = smallpox has_trait = typhus has_trait = consumption has_trait = measles has_trait = dysentery } } is_healthy = { custom_tooltip = { text = not_poor_health_tt health >= fine_health } NOR = { has_trait = infirm has_trait = incapable has_trait = wounded_2 has_trait = wounded_3 } has_contagious_deadly_disease_trigger = no } basic_is_available_ai = { is_alive = yes is_imprisoned = no is_ai = yes is_incapable = no has_contagious_deadly_disease_trigger = no } is_available_allow_travelling = { is_alive = yes is_in_army = no is_imprisoned = no is_incapable = no has_contagious_deadly_disease_trigger = no custom_description = { text = ALREADY_IN_ACTIVITY NOR = { exists = involved_activity has_variable = homage_liege_scope has_character_flag = meditation_character_flag has_character_flag = petition_liege_character_flag has_character_flag = 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 = { is_travelling = no is_available_allow_travelling = yes } is_available_travelling = { is_alive = yes is_in_army = no is_imprisoned = no is_incapable = no is_travelling = yes has_contagious_deadly_disease_trigger = no NOT = { has_variable = gone_adventuring } is_busy_in_events_unlocalised = no } is_available_travelling_adult = { is_adult = yes is_available_travelling = yes } is_available_travelling_ai_adult = { is_adult = yes is_ai = yes is_available_travelling = yes } is_physically_able = { is_alive = yes is_imprisoned = no is_incapable = no } is_physically_able_ai = { is_ai = yes is_alive = yes is_imprisoned = no is_incapable = no } is_physically_able_adult = { is_adult = yes is_physically_able = yes } is_physically_able_ai_adult = { is_ai = yes is_adult = yes is_physically_able_adult = yes } is_available_ai = { is_ai = yes is_available = yes } is_available_child = { is_adult = no is_available = yes } is_available_child_allow_travel = { is_adult = no is_available_allow_travelling = yes } is_available_ai_child = { is_adult = no is_available = yes is_ai = yes } is_available_healthy_child = { is_available_child = yes is_healthy = yes } is_available_healthy_ai_child = { is_available_healthy_child = yes is_ai = yes } is_available_adult = { is_adult = yes is_available = yes } is_available_ai_adult = { is_available_adult = yes is_ai = yes } is_available_healthy_adult = { is_available_adult = yes is_healthy = yes } is_available_healthy_ai_adult = { is_available_healthy_adult = yes is_ai = yes } is_available_adult_or_is_commanding = { OR = { is_commanding_army = yes is_available_adult = yes } } is_available_at_peace = { is_at_war = no is_available = yes is_busy_in_events_unlocalised = no } is_available_at_peace_adult = { is_at_war = no is_available_adult = yes is_busy_in_events_unlocalised = no } is_available_at_peace_ai_adult = { is_available_at_peace_adult = yes is_ai = yes } is_available_at_peace_adult_lenient = { is_at_war = no is_available_adult = yes } # Meaning you may be at war, but you're still located in your capital. is_available_even_at_war_adult = { is_available_adult = yes is_busy_in_events_unlocalised = no } is_capable_adult = { is_adult = yes is_incapable = no } is_capable_adult_ai = { is_ai = yes is_adult = yes is_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_imprisoned = no is_incapable = no NOT = { exists = involved_activity } OR = { is_travelling = no is_landless_adventurer = yes } is_busy_in_events_unlocalised = no } is_valid_for_narrow_yearly_events = { is_at_war = no is_commanding_army = no basic_is_valid_for_yearly_events_trigger = yes } is_valid_for_narrow_yearly_events_adult = { is_adult = yes is_valid_for_narrow_yearly_events = yes } 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_landed = yes is_ruler = 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 = { government_has_flag = government_is_landless_adventurer is_landed = no is_ruler = yes } # This trigger checks if a character is a governor in an admin realm (implying they are landed) is_governor = { government_has_flag = government_is_administrative is_landed = yes is_independent_ruler = no highest_held_title_tier >= tier_duchy } is_governor_or_admin_count = { government_has_flag = government_is_administrative is_landed = yes is_independent_ruler = no highest_held_title_tier >= tier_county } # Checks if a character is a landless house_head within an admin realm is_landless_administrative = { government_has_flag = government_is_administrative is_landed = no 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, or a landless adventurer is_playable_character = { OR = { is_landed = yes is_landless_administrative = yes is_landless_adventurer = yes is_landless_nomad = yes } } roman_restoration_is_valid_roman_empire_trigger = { is_ai = no OR = { has_title = title:e_byzantium has_title = title:e_roman_empire } 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 } }