Scripted trigger
can_ran_raid_overseas_cultural_innovations_trigger
can_ran_raid_overseas_cultural_innovations_trigger = yesgame/common/scripted_triggers/00_scripted_rule_triggers.txt, line 107 (6 lines). No parameters.
can_ran_raid_overseas_cultural_innovations_trigger is a scripted trigger in Crusader Kings III, written at line 107 of its file. It takes no parameters: can_ran_raid_overseas_cultural_innovations_trigger = yes (or no). The game's script calls it in 1 place, among them can_raid_across_water_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 tweak the rules on which innovations allow raiding without overriding the whole scripted rule trigger.
What it checks
One of these
has_innovation = innovation_longboatsor
has_innovation = innovation_african_canoes
• 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 (6 lines of game script)
can_ran_raid_overseas_cultural_innovations_trigger = {
OR = {
has_innovation = innovation_longboats
has_innovation = innovation_african_canoes
}
}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_ran_raid_overseas_cultural_innovations_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.