Scripted trigger
can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger
can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = yesgame/common/scripted_triggers/00_scripted_rule_triggers.txt, line 70 (4 lines). No parameters.
can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger is a scripted trigger in Crusader Kings III, written at line 70 of its file. It takes no parameters: can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = yes (or no). The game's script calls it in 2 places, among them can_raid_across_water_trigger (scripted trigger) and can_raid_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_scripted_rule_triggers.txt.
The comment above it in the file
Here so that you can plug in whatever dynasty modifiers you want without overwriting the whole scripted rule trigger.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (4 lines of game script)
can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = {
# Yes, I realise the OR is redundant till someone else puts something in here. Shoosh.
has_dynasty_modifier = fp1_legacy_of_piracy_modifier
}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_dynasty_modifiers_that_enable_raiding_overseas_list_trigger.
Scripted triggers (2)
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.