Scripted trigger · Roads to Power files
ep3_adventurer_ai_logic_valid_trigger
ep3_adventurer_ai_logic_valid_trigger = yesgame/common/scripted_triggers/07_ep3_triggers.txt, line 1034 (6 lines). No parameters.
ep3_adventurer_ai_logic_valid_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1034 of its file. It takes no parameters: ep3_adventurer_ai_logic_valid_trigger = yes (or no). The game's script calls it in 5 places, among them story_adventurer_ai (story cycle), on_adventurer_ai_new_employer_arrival (on action) and on_adventurer_ai_new_kingdom_arrival (on action). Patch 1.20.1.2, from game/common/scripted_triggers/07_ep3_triggers.txt.
What it checks
- Is played by the AI
- Government is Adventurer
- Their domicile:
is_domicile_type = camp
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (6 lines of game script)
ep3_adventurer_ai_logic_valid_trigger = {
is_alive = yes
is_ai = yes
government_has_flag = government_is_landless_adventurer
domicile ?= { is_domicile_type = camp }
}As written in game/common/scripted_triggers/07_ep3_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls ep3_adventurer_ai_logic_valid_trigger.
Story cycles (1)
- story_adventurer_ai
On actions (the game's own hooks) (4)
- on_adventurer_ai_new_employer_arrival
- on_adventurer_ai_new_kingdom_arrival
- on_adventurer_ai_war_target_arrival
- yearly_playable_pulse
Source: game/common/scripted_triggers/07_ep3_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.