N3OW/common/scripted_triggers/00_available_for_events_triggers.txt
2025-02-20 11:52:45 +00:00

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Text

###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
# For flags that will never be seen by the player and thus don't need to be localised.
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
}
}
# 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 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 = {
ghas_government = administrative_government
is_landed = yes
is_independent_ruler = no
highest_held_title_tier >= tier_duchy
}
# Checks if a character is a landless house_head within an admin realm
is_landless_administrative = {
has_government = administrative_government
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, or a landless adventurer
is_playable_character = {
OR = {
is_landed = yes
is_landless_administrative = yes
is_landless_adventurer = 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
}
}