Scripted trigger
can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger
can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger = yesgame/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.
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.