###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 = { government_has_flag = government_is_prepublic government_has_flag = government_is_urepublic 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 } }