379 lines
7.8 KiB
Text
379 lines
7.8 KiB
Text
###TRIGGER LIST
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#is_busy_in_events_unlocalised - already in an involved event chain
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#is_in_pseudo_activity_trigger - character is involved in a pseudo-activity
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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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#is_busy_in_events_localised
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# For flags that will never be seen by the player and thus don't need to be localised.
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is_busy_in_events_unlocalised = {
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OR = {
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has_character_flag = is_in_diplomacy_foreign_special_event
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has_character_flag = is_in_diplomacy_family_special_event
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has_character_flag = is_in_diplomacy_majesty_special_event
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has_character_flag = is_in_martial_special_event
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has_character_flag = is_in_stewardship_domain_special_event
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has_character_flag = is_in_stewardship_duty_special_event
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has_character_flag = is_in_stewardship_wealth_special_event
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has_character_flag = is_in_intrigue_special_event
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has_character_flag = is_in_learning_special_event
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has_character_flag = is_in_task_contract_event_chain
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}
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}
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# For flags that *may* be seen by the player, and thus need to be cloaked in a custom description to look nice.
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is_busy_in_events_localised = {
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custom_description = {
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text = "yearly_1010_abducted"
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NOT = { has_character_flag = yearly_1010_abducted }
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}
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custom_description = {
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text = "yearly_1010_abductor"
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NOT = { has_character_flag = yearly_1010_abductor }
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}
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}
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has_contagious_deadly_disease_trigger = {
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OR = {
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has_trait = bubonic_plague
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has_trait = smallpox
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has_trait = typhus
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has_trait = consumption
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has_trait = measles
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has_trait = dysentery
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}
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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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NOR = {
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has_trait = infirm
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has_trait = incapable
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has_trait = wounded_2
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has_trait = wounded_3
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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_alive = yes
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is_imprisoned = no
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is_ai = yes
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is_incapable = no
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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_alive = yes
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is_in_army = no
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is_imprisoned = no
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is_incapable = no
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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 = homage_liege_scope
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has_character_flag = meditation_character_flag
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has_character_flag = petition_liege_character_flag
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has_character_flag = holding_court_character_flag
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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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is_available = {
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is_travelling = no
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is_available_allow_travelling = yes
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}
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is_available_travelling = {
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is_alive = yes
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is_in_army = no
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is_imprisoned = no
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is_incapable = no
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is_travelling = yes
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has_contagious_deadly_disease_trigger = no
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NOT = { has_variable = gone_adventuring }
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is_busy_in_events_unlocalised = no
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}
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is_available_travelling_adult = {
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is_adult = yes
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is_available_travelling = yes
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}
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is_available_travelling_ai_adult = {
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is_adult = yes
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is_ai = yes
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is_available_travelling = yes
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}
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is_physically_able = {
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is_alive = yes
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is_imprisoned = no
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is_incapable = no
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}
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is_physically_able_ai = {
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is_ai = yes
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is_alive = yes
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is_imprisoned = no
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is_incapable = no
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}
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is_physically_able_adult = {
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is_adult = yes
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is_physically_able = yes
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}
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is_physically_able_ai_adult = {
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is_ai = yes
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is_adult = yes
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is_physically_able_adult = yes
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}
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is_available_ai = {
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is_ai = yes
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is_available = yes
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}
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is_available_child = {
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is_adult = no
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is_available = yes
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}
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is_available_child_allow_travel = {
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is_adult = no
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is_available_allow_travelling = yes
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}
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is_available_ai_child = {
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is_adult = no
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is_available = yes
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is_ai = yes
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}
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is_available_healthy_child = {
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is_available_child = yes
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is_healthy = yes
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}
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is_available_healthy_ai_child = {
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is_available_healthy_child = yes
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is_ai = yes
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}
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is_available_adult = {
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is_adult = yes
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is_available = yes
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}
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is_available_ai_adult = {
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is_available_adult = yes
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is_ai = yes
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}
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is_available_healthy_adult = {
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is_available_adult = yes
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is_healthy = yes
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}
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is_available_healthy_ai_adult = {
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is_available_healthy_adult = yes
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is_ai = yes
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}
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is_available_adult_or_is_commanding = {
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OR = {
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is_commanding_army = yes
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is_available_adult = yes
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}
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}
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is_available_at_peace = {
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is_at_war = no
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is_available = yes
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is_busy_in_events_unlocalised = no
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}
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is_available_at_peace_adult = {
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is_at_war = no
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is_available_adult = yes
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is_busy_in_events_unlocalised = no
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}
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is_available_at_peace_ai_adult = {
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is_available_at_peace_adult = yes
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is_ai = yes
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}
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is_available_at_peace_adult_lenient = {
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is_at_war = no
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is_available_adult = yes
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}
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# Meaning you may be at war, but you're still located in your capital.
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is_available_even_at_war_adult = {
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is_available_adult = yes
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is_busy_in_events_unlocalised = no
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}
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is_capable_adult = {
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is_adult = yes
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is_incapable = no
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}
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is_capable_adult_ai = {
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is_ai = yes
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is_adult = yes
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is_incapable = no
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}
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can_select_lifestyle_focus = {
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is_capable_adult = yes
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is_playable_character = yes
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}
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is_not_hostile_towards_root = {
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NOR = {
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is_a_faction_member = yes
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any_scheme = {
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hostile_scheme_trigger = yes
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scheme_target_character = root
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}
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is_at_war_with = root
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}
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}
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player_target_available_for_personal_scheme_ongoing_events_trigger = {
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$TARGET$ = {
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trigger_if = {
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limit = {
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is_ai = no
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$OWNER$ = { is_ruler = no }
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}
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is_at_war = no
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}
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trigger_else = {
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always = yes
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}
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}
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}
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basic_is_valid_for_yearly_events_trigger = {
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is_playable_character = yes
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is_imprisoned = no
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is_incapable = no
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NOT = { exists = involved_activity }
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OR = {
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is_travelling = no
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is_landless_adventurer = yes
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}
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is_busy_in_events_unlocalised = no
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}
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is_valid_for_narrow_yearly_events = {
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is_at_war = no
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is_commanding_army = no
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basic_is_valid_for_yearly_events_trigger = yes
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}
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is_valid_for_narrow_yearly_events_adult = {
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is_adult = yes
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is_valid_for_narrow_yearly_events = yes
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}
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is_within_diplo_range = {
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capital_province ?= {
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save_temporary_scope_as = my_capital
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$CHARACTER$.capital_province ?= {
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squared_distance = {
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target = scope:my_capital
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value < 200000
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}
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}
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}
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}
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# This trigger checks if a character is a landless adventurer
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is_landless_adventurer = {
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government_has_flag = government_is_landless_adventurer
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is_landed = no
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is_ruler = yes
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}
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# This trigger checks if a character is a governor in an admin realm (implying they are landed)
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is_governor = {
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ghas_government = administrative_government
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is_landed = yes
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is_independent_ruler = no
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highest_held_title_tier >= tier_duchy
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}
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# Checks if a character is a landless house_head within an admin realm
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is_landless_administrative = {
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has_government = administrative_government
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is_landed = no
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is_house_head = yes
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has_domicile = yes
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}
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# Checks if a character is either landed or an unlanded house head within an admin realm
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is_landed_or_landless_administrative = {
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OR = {
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is_landed = yes
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is_landless_administrative = yes
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}
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}
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# Checks if a character is either landed, a landless house head within an admin realm, or a landless adventurer
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is_playable_character = {
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OR = {
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is_landed = yes
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is_landless_administrative = yes
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is_landless_adventurer = yes
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}
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}
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roman_restoration_is_valid_roman_empire_trigger = {
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is_ai = no
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OR = {
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has_title = title:e_byzantium
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has_title = title:e_roman_empire
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}
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OR = {
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religion = religion:christianity_religion #Either Christian
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religion = religion:hellenism_religion #Or Hellenic
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}
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NOT = { has_ep3_dlc_trigger = yes }
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}
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is_eunuch_trigger = {
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OR = {
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has_trait = eunuch_1
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has_trait = beardless_eunuch
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}
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}
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