Scripted trigger
can_raid_across_water_trigger
can_raid_across_water_trigger = yesgame/common/scripted_triggers/00_scripted_rule_triggers.txt, line 120 (20 lines). No parameters.
can_raid_across_water_trigger is a scripted trigger in Crusader Kings III, written at line 120 of its file. It takes no parameters: can_raid_across_water_trigger = yes (or no). The game's script calls it in 3 places, among them Wave after Wave: Gurgling & Grasping (event harm.0521), ep3_governor_yearly_8170_raider_trigger (local trigger) and can_raid_across_water (scripted rules). Patch 1.20.1.2, from game/common/scripted_triggers/00_scripted_rule_triggers.txt.
What it checks
One of these
- Their culture:
One of these
can_ran_raid_overseas_cultural_innovations_trigger = yesor
The Culture has the Duchy-Tier and lower Rulers may Raid over seas, regardless of Government Traditionor
The Culture has the Rulers may Raid over seas, regardless of Government Tradition
or
Their dynasty:or
Their house:or
Government unlocks the ability to Raid over seas, if you can already Raidor
Has the Trait: Exiled
- Their culture:
• 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)
can_raid_across_water_trigger = {
OR = {
# Culture logic.
culture = {
OR = {
can_ran_raid_overseas_cultural_innovations_trigger = yes
has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal
has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal_no_restrictions
}
}
# Dynasty logic.
dynasty ?= { can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = yes }
# House logic.
house ?= { can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger = yes }
# Can raid overseas by government rules
government_has_flag = government_enables_naval_raiding
#Is Hereward.
has_trait = the_wake
}
}As written in game/common/scripted_triggers/00_scripted_rule_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_raid_across_water_trigger.
Events (1)
- Wave after Wave: Gurgling & Grasping
harm.0521
Scripted triggers inside an event file (1)
- ep3_governor_yearly_8170_raider_trigger
Scripted rules (1)
- can_raid_across_water
Source: game/common/scripted_triggers/00_scripted_rule_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.