Scripted trigger
boyan_validity_trigger
boyan_validity_trigger = { EMPLOYER = … }game/common/scripted_triggers/00_court_position_triggers.txt, line 1034 (20 lines). Parameters: $EMPLOYER$.
boyan_validity_trigger is a scripted trigger in Crusader Kings III, written at line 1034 of its file. A call passes 1 parameter: EMPLOYER. The game's script calls it in 1 place, among them Noyan (court position). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_court_position_triggers.txt.
What it checks
base_court_position_validity_trigger = { EMPLOYER = $EMPLOYER$ }- Is not landed
court_position_can_be_combatant_tt_trigger = { EMPLOYER = $EMPLOYER$ }- Their government is Nomadic
- Martial is 12 or above
• 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)
boyan_validity_trigger = {
base_court_position_validity_trigger = { EMPLOYER = $EMPLOYER$ }
is_landed = no
court_position_can_be_combatant_tt_trigger = { EMPLOYER = $EMPLOYER$ }
custom_tooltip = {
text = court_position_nomadic
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = boyan_validity_trigger_tt
trigger_if = {
limit = {
NOT = {
has_court_position = boyan_court_position
}
}
martial >= 12
}
}
}As written in game/common/scripted_triggers/00_court_position_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls boyan_validity_trigger.
Court positions (1)
Source: game/common/scripted_triggers/00_court_position_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.