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

can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger

can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger = yes

game/common/scripted_triggers/00_scripted_rule_triggers.txt, line 83 (7 lines). No parameters.

can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger is a scripted trigger in Crusader Kings III, written at line 83 of its file. It takes no parameters: can_raid_house_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 house modifiers you want without overwriting the whole scripted rule trigger.

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_overseas_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_overseas_list_trigger.

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.

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