Scripted trigger
can_any_traveling_family_members_travel_trigger
can_any_traveling_family_members_travel_trigger = yesgame/common/scripted_triggers/00_interaction_triggers.txt, line 301 (15 lines). No parameters.
can_any_traveling_family_members_travel_trigger is a scripted trigger in Crusader Kings III, written at line 301 of its file. It takes no parameters: can_any_traveling_family_members_travel_trigger = yes (or no). The game's script calls it in 1 place, among them fund_inspiration_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_interaction_triggers.txt.
What it checks
NOT = { is_in_pool_at = scope:actor.capital_province }- Is not a ruler
If
is_child_of = scope:recipient.host- Is a child
Then
dynasty != scope:recipient.host.dynasty
• 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 (15 lines of game script)
can_any_traveling_family_members_travel_trigger = {
NOR = {
this = scope:recipient
is_in_pool_at = scope:actor.capital_province
}
is_ruler = no
trigger_if = {
limit = {
exists = scope:recipient.host
is_child_of = scope:recipient.host
is_adult = no
}
dynasty != scope:recipient.host.dynasty
}
}As written in game/common/scripted_triggers/00_interaction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_any_traveling_family_members_travel_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/00_interaction_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.