N3OW/common/scripted_triggers/00_game_rule_triggers.txt

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hungarian_migration_valid_ai_mogyer_ruler_trigger = {
culture = culture:mogyer
is_ai = yes
government_has_flag = government_is_tribal
is_at_war = no
highest_held_title_tier <= tier_kingdom
OR = {
is_independent_ruler = yes
NOT = {
liege = { culture = culture:mogyer }
}
}
}
hungarian_migration_valid_pannonian_target_trigger = {
NOR = {
culture = culture:mogyer
any_liege_or_above = { culture = culture:mogyer }
}
is_ai = yes
any_realm_county = {
count >= $COUNT$
title_province = { geographical_region = custom_hungary }
}
}
exclave_independence_trigger = {
is_independent_ruler = yes
NOT = { has_title = title:k_papal_state }
exists = root.capital_province
any_sub_realm_title = {
tier = tier_county
NOT = {
is_connected_to = {
target = root.capital_province.county
}
}
}
trigger_if = {
limit = {
exists = primary_heir
}
primary_heir = {
NOR = {
is_independent_ruler = yes # Disallow this when the heir is independent, lest we risk breaking up realms that should be connected
is_ai = no # Players always inherit everything
}
}
}
}
# Sometimes we disable these events for specific characters.
harm_game_rule_enablement_trigger = {
# Disable entirely if harm_safe.
trigger_if = {
limit = { has_game_rule = harm_safe }
always = no
}
# harm_target_player_only
trigger_else_if = {
limit = { has_game_rule = harm_target_player_only }
is_ai = no
}
# harm_target_ai_only
trigger_else_if = {
limit = { has_game_rule = harm_target_ai_only }
is_ai = yes
}
# harm_target_all
trigger_else = { always = yes }
# Never just kill the player if it'd utterly game-over them.
trigger_if = {
limit = { is_ai = no }
# Either because they have no heir.
exists = player_heir
# Or because they have an heir they can't survive with.
player_heir.dynasty ?= dynasty
}
# Immortals do not receive harm events, as they would be inevitably killed by them over a long enough period of time.
NOT = { has_trait = immortal }
}
# Who do we care about when recording variable logs for harm events?
harm_game_rule_valid_for_logging_trigger = {
OR = {
AND = {
highest_held_title_tier >= tier_duchy
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_theocracy
}
}
any_close_family_member = {
highest_held_title_tier >= tier_duchy
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_theocracy
}
}
}
}
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = {
trigger_if = {
limit = { has_game_rule = title_creation_imperial_power_projection_targeting_ai_only }
is_ai = yes
}
trigger_else_if = {
limit = { has_game_rule = title_creation_imperial_power_projection_targeting_player_only }
is_ai = no
}
trigger_else = { always = yes }
}
rule_title_creation_imperial_power_projection_title_creation_trigger = {
trigger_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_any_power_advantage
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_advantage
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
trigger_else = { always = yes }
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_hard_power_only
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
trigger_else = { always = yes }
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_soft_power_only
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.soft_power_only
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
}
}
trigger_else = { always = yes }
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_hard_power_only_strict
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.neighbours
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
trigger_else = { always = yes }
}
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.de_jure_sharers
any_sub_realm_county = {
count = all
empire = {
OR = {
is_title_created = no
holder = {
save_temporary_scope_as = char_temp
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
}
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_any_power_strict
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.neighbours
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
trigger_else = { always = yes }
}
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.de_jure_sharers
any_sub_realm_county = {
count = all
empire = {
OR = {
is_title_created = no
holder = {
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
}
}
}
}
}
trigger_else = { always = yes }
}
game_rule_rig_norman_conquest_for_hereward_trigger = {
OR = {
has_game_rule = historicity_norman_conquest_determined_william
# We also rig it for William if we have a player Hereward and no other input.
AND = {
has_game_rule = historicity_norman_conquest_default_random
character:90028 ?= { is_ai = no }
NOT = {
any_player = {
NOT = { this = character:90028 }
any_character_war = {
OR = {
using_cb = norman_conquest_cb
using_cb = norwegian_invasion_cb
}
}
}
}
}
}
}