Scripted trigger
can_raid_trigger
can_raid_trigger = yesgame/common/scripted_triggers/00_scripted_rule_triggers.txt, line 2 (66 lines). No parameters.
can_raid_trigger is a scripted trigger in Crusader Kings III, written at line 2 of its file. It takes no parameters: can_raid_trigger = yes (or no). The game's script calls it in 12 places, among them Border Raids (event ep3_roman_restoration.0500), Escaped Thrall (event fp1_yearly.0001) and Inspiration: Creative Direction (event fund_inspiration.7100). Patch 1.20.1.2, from game/common/scripted_triggers/00_scripted_rule_triggers.txt.
The comment above it in the file
Controls the can_raid rule.
What it checks
One of these
- Government government allows the Raiding of foreign Counties for Loot
or
vassal_contract_has_flag = admin_theme_can_raidor
vassal_contract_has_flag = vassal_contract_allow_raidingor
Their faith: Has a Doctrine or Tenet with Allows the Raiding of foreign Counties for lootor
The Personal Tenets unlock unlock destruction raid intent personalor
Their dynasty:or
Their house:or
All of these
can_raid_cultural_parameter_requirements_for_non_tribals_trigger = yes- Their culture:
One of these
- The Culture has the Duchy-Tier and lower Rulers may Raid over seas, regardless of Government Tradition
or
The Culture has the Duchy-Tier and lower Rulers may Raid over land, regardless of Government Tradition
or
Their culture:One of these
- The Culture has the Rulers may Raid over seas, regardless of Government Tradition
or
The Culture has the Rulers may Raid over land, regardless of Government Tradition
or
All of these
can_raid_trait_flag_standard_requirements_trigger = yes- Has the trait Enable Raiding
or
Has the trait Enable Raiding (no restrictions)or
Has “enable raiding without restrictions” (a variable the game's script sets)
- Is landed
• 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 (66 lines of game script)
can_raid_trigger = {
OR = {
# Government logic.
government_has_flag = government_can_raid_rule
## Admin - Frontier themes
vassal_contract_has_flag = admin_theme_can_raid
## Clan - Ghazi
vassal_contract_has_flag = vassal_contract_allow_raiding
# Faith Logic.
faith = { has_doctrine_parameter = faith_can_raid }
has_personal_tenet_flag = unlock_destruction_raid_intent_personal
# Dynasty logic.
dynasty ?= {
OR = {
can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = yes
can_raid_dynasty_modifiers_that_enable_raiding_overland_list_trigger = yes
}
}
# House logic.
house ?= {
OR = {
can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger = yes
can_raid_house_modifiers_that_enable_raiding_overland_list_trigger = yes
}
}
# Cultural logic.
## With restrictions.
AND = {
can_raid_cultural_parameter_requirements_for_non_tribals_trigger = yes
culture = {
OR = {
has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal
has_cultural_parameter = culture_can_raid_over_land_even_if_feudal
}
}
}
## Without restrictions.
culture = {
OR = {
has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal_no_restrictions
has_cultural_parameter = culture_can_raid_over_land_even_if_feudal_no_restrictions
}
}
# Trait logics.
## With restrictions.
AND = {
can_raid_trait_flag_standard_requirements_trigger = yes
has_trait_with_flag = trait_enable_raiding_per_standard_restrictions
}
## Without restrictions.
has_trait_with_flag = trait_enable_raiding_without_restrictions
has_variable = enable_raiding_without_restrictions
}
# Some faiths prohibit this.
OR = {
NOR = {
rite ?= { rite_has_parameter = holy_wars_forbidden }
rite ?= { rite_has_parameter = tenet_peace_of_god_raid_ban }
government_has_flag = government_is_landless_adventurer
}
# But not for Nomads or Wanua
government_has_flag = government_is_nomadic
government_has_flag = government_is_wanua
}
is_landed = yes
}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_trigger.
Events (5)
- Border Raids
ep3_roman_restoration.0500 - Escaped Thrall
fp1_yearly.0001 - Inspiration: Creative Direction
fund_inspiration.7100 - Quid Pro Quo
bp2_yearly.0641 - Raid or Trade: Belligerents with Benefits
fp1_trade_events.0041
Scripted triggers inside an event file (3)
- ep3_governor_yearly_8170_raider_trigger
- fp1_0641_raider_with_longships_trigger
- martial_chivalry_4000_raiding_neighbor_trigger
Scripted effects (2)
Scripted rules (1)
- can_raid
Suggestions (1)
- Suggestion: Raid …
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.