Scripted trigger
character_is_potential_valuable_prisoner
character_is_potential_valuable_prisoner = yesgame/common/scripted_triggers/00_war_and_peace_triggers.txt, line 1120 (8 lines). No parameters.
character_is_potential_valuable_prisoner is a scripted trigger in Crusader Kings III, written at line 1120 of its file. It takes no parameters: character_is_potential_valuable_prisoner = yes (or no). The game's script calls it in 2 places, among them siege.0001 (event) and siege_base_capture_chance (script value). Patch 1.20.1.2, from game/common/scripted_triggers/00_war_and_peace_triggers.txt.
The comment above it in the file
Used for checking if a captured combatant is worth war-score.
What it checks
One of these
this = scope:primary_siege_attackeror
this = scope:primary_siege_defenderor
is_heir_of = scope:primary_siege_attackeror
is_heir_of = scope:primary_siege_defender
• 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 (8 lines of game script)
character_is_potential_valuable_prisoner = {
OR = {
this = scope:primary_siege_attacker
this = scope:primary_siege_defender
is_heir_of = scope:primary_siege_attacker
is_heir_of = scope:primary_siege_defender
}
}As written in game/common/scripted_triggers/00_war_and_peace_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls character_is_potential_valuable_prisoner.
Events (1)
Script values (1)
- siege_base_capture_chance
Source: game/common/scripted_triggers/00_war_and_peace_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.