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

can_any_traveling_family_members_travel_trigger

can_any_traveling_family_members_travel_trigger = yes

game/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.

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