Scripted trigger
abduct_ruler_rivalling_trigger
abduct_ruler_rivalling_trigger = yesgame/common/scripted_triggers/00_scheme_triggers.txt, line 986 (27 lines). No parameters.
abduct_ruler_rivalling_trigger is a scripted trigger in Crusader Kings III, written at line 986 of its file. It takes no parameters: abduct_ruler_rivalling_trigger = yes (or no). The game's script calls it in 2 places, among them abduction_rivalry_progress_effect (scripted effect) and abduction_rivalry_progress_tooltip_forecast_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
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 (27 lines of game script)
abduct_ruler_rivalling_trigger = {
is_ruler = yes
highest_held_title_tier >= tier_county
trigger_if = {
limit = {
scope:owner = {
has_imprisonment_reason = scope:target
}
}
scope:target = {
NOR = {
has_trait = forgiving
has_trait = craven
#Just characters know they deserve this
ai_honor >= medium_positive_ai_value
}
}
}
trigger_else = {
scope:target = {
NOR = {
has_trait = forgiving
has_trait = craven
}
}
}
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls abduct_ruler_rivalling_trigger.
Source: game/common/scripted_triggers/00_scheme_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.