CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · Roads to Power files

ep3_adventurer_ai_logic_valid_trigger

ep3_adventurer_ai_logic_valid_trigger = yes

game/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.

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