Scripted trigger
character_has_faction_disabling_modifier_trigger
character_has_faction_disabling_modifier_trigger = yesgame/common/scripted_triggers/00_faction_triggers.txt, line 23 (6 lines). No parameters.
character_has_faction_disabling_modifier_trigger is a scripted trigger in Crusader Kings III, written at line 23 of its file. It takes no parameters: character_has_faction_disabling_modifier_trigger = yes (or no). The game's script calls it in 1 place, among them common_can_character_join_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_faction_triggers.txt.
What it checks
- Does not have the Modifier: Close Watch
• 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)
character_has_faction_disabling_modifier_trigger = {
NOR = {
has_character_modifier = yearly_close_watch_modifier
#Add any subsequent character modifiers above this line.
}
}As written in game/common/scripted_triggers/00_faction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls character_has_faction_disabling_modifier_trigger.
Scripted triggers (1)
Source: game/common/scripted_triggers/00_faction_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.