CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

is_available_ai_child

is_available_ai_child = yes

game/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

• 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)

5 more

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.

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