Scripted trigger
can_raid_house_modifiers_that_enable_raiding_overland_list_trigger
can_raid_house_modifiers_that_enable_raiding_overland_list_trigger = yesgame/common/scripted_triggers/00_scripted_rule_triggers.txt, line 90 (7 lines). No parameters.
can_raid_house_modifiers_that_enable_raiding_overland_list_trigger is a scripted trigger in Crusader Kings III, written at line 90 of its file. It takes no parameters: can_raid_house_modifiers_that_enable_raiding_overland_list_trigger = yes (or no). The game's script calls it in 1 place, among them can_raid_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_scripted_rule_triggers.txt.
What it checks
One of these
- Never
• 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 (7 lines of game script)
can_raid_house_modifiers_that_enable_raiding_overland_list_trigger = {
OR = {
# Yes, I realise the OR is redundant till someone else puts something in here. Shoosh.
# Always = no because we have no vanilla use-case atm — the assumption is that modders'll overwrite it.
always = no
}
}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_house_modifiers_that_enable_raiding_overland_list_trigger.
Scripted triggers (1)
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.