Scripted trigger
is_available_ai_child
is_available_ai_child = yesgame/common/scripted_triggers/00_available_for_events_triggers.txt, line 341 (32 lines). No parameters.
is_available_ai_child is a scripted trigger in Crusader Kings III, written at line 341 of its file. It takes no parameters: is_available_ai_child = yes (or no). The game's script calls it in 33 places, among them …ish Charm (event bp2_yearly.8080), A Growing Shadow (event childhood.1007) and Bullyguard (event childhood.7400). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_available_for_events_triggers.txt.
The comment above it in the file
If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
What it checks
- Is available (a child, not in an army, not imprisoned, not incapable)
has_contagious_deadly_disease_trigger = no- Busy participating in an Activity
- You are already planning another Activity
• 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 (32 lines of game script)
is_available_ai_child = {
is_available_quick = {
adult = no
ai = yes
alive = yes
travel = no
in_army = no
imprisoned = no
incapable = no
}
has_contagious_deadly_disease_trigger = no
custom_description = {
text = ALREADY_IN_ACTIVITY
NOR = {
exists = involved_activity
has_variable = {
name = homage_liege_scope
name = meditation_character_flag
name = local_shrine_rite
name = petition_liege_character_flag
name = petition_head_of_faith_petitioner
name = holding_court_character_flag
name = gone_adventuring
}
is_being_visited_on_tour_strict = yes
}
}
custom_description = {
text = ALREADY_PLANNING_ACTIVITY
NOT = { has_character_flag = planning_an_activity }
}
}As written in game/common/scripted_triggers/00_available_for_events_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_available_ai_child.
Events (11)
- …ish Charm
bp2_yearly.8080 - A Growing Shadow
childhood.1007 - Bullyguard
childhood.7400 - Generous or Greedy?
bp2_yearly.2130 - Playtime
bp2_yearly.8070 - Pranking …
childhood.7000
5 more
- Scholars of Baghdad
yearly.4091 - The Art of Rhetoric
court.6090 - The Last Stand
childhood.1001 - The Munificence of …
court.6080 - Unconventional Coping
childhood.1008
Scripted effects inside an event file (1)
- bp2_yearly_2000_pick_child_interlocutor_effect
Scripted triggers inside an event file (19)
- 3090_valid_child_trigger
- appropriate_child_to_annihilate
- appropriate_target_to_beat_up
- bp2_yearly_2000_pick_child_interlocutor_trigger
- childhood_1000_friend_sexuality_trigger
- childhood_1011_crush_trigger
13 more
- childhood_1015_relation_trigger
- childhood_1016_relation_trigger
- childhood_1017_relation_trigger
- childhood_1018_relation_trigger
- childhood_1019_relation_trigger
- childhood_2400_is_valid_ward
- court_5055_child_painter_trigger
- fp1_0541_valid_child_prankster_trigger
- fp1_0571_suitable_vandal_child_available_trigger
- hold_court_6070_valid_child_trigger
- hold_court_6070_valid_friend_trigger
- hold_court_6130_valid_child_trigger
- hold_court_8100_child_trigger
On actions (the game's own hooks) (2)
- on_birthday_childhood
- on_travel_plan_complete
Source: game/common/scripted_triggers/00_available_for_events_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.