Scripted trigger
bg_stake_land_valid_neighbouring_county_to_trade_trigger
bg_stake_land_valid_neighbouring_county_to_trade_trigger = { NEIGHBOUR = … }game/common/scripted_triggers/00_board_game_scripted_triggers.txt, line 66 (20 lines). Parameters: $NEIGHBOUR$.
bg_stake_land_valid_neighbouring_county_to_trade_trigger is a scripted trigger in Crusader Kings III, written at line 66 of its file. A call passes 1 parameter: NEIGHBOUR. The game's script calls it in 2 places, among them Challenge to Board Game (interaction) and challenge_to_2p_chess_interaction_lock_in_actor_stake_land_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_board_game_scripted_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 (20 lines of game script)
bg_stake_land_valid_neighbouring_county_to_trade_trigger = {
tier = tier_county
# Suppress a false positive error.
trigger_if = {
limit = { tier = tier_county }
this != prev.capital_county
any_neighboring_county = {
# Ensure that they're swappable.
OR = {
# Generally, the county should be held by the other character.
holder = $NEIGHBOUR$
# But OCMs can be traded too.
holder = {
liege = $NEIGHBOUR$
sub_realm_size = 1
}
}
}
}
}As written in game/common/scripted_triggers/00_board_game_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls bg_stake_land_valid_neighbouring_county_to_trade_trigger.
Character interactions (1)
Scripted effects (1)
Source: game/common/scripted_triggers/00_board_game_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.