Scripted trigger
can_be_knight_now_light_trigger
can_be_knight_now_light_trigger = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 1423 (8 lines). No parameters.
can_be_knight_now_light_trigger is a scripted trigger in Crusader Kings III, written at line 1423 of its file. It takes no parameters: can_be_knight_now_light_trigger = yes (or no). The game's script calls it in 2 places, among them marshal_task.2103 (event) and can_be_trained_as_knight_now_light_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
- Is available (not imprisoned, an adult)
• 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 (8 lines of game script)
can_be_knight_now_light_trigger = {
is_available_quick = {
ai = yes # Players can't be knights
imprisoned = no
adult = yes
alive = yes
}
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_be_knight_now_light_trigger.
Events (1)
Scripted triggers (1)
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.