CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

clergy_can_fight_check_trigger

clergy_can_fight_check_trigger = yes

game/common/scripted_triggers/00_religious_triggers.txt, line 209 (15 lines). No parameters.

clergy_can_fight_check_trigger is a scripted trigger in Crusader Kings III, written at line 209 of its file. It takes no parameters: clergy_can_fight_check_trigger = yes (or no). The game's script calls it in 8 places, among them add_random_internal_ecclesiastical_domicile_building (scripted effect), hunt_activity_sighting_master_effect (scripted effect) and activity_is_valid_tournament_contestant (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_religious_triggers.txt.

What it checks

• 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 (15 lines of game script)
clergy_can_fight_check_trigger = {
	trigger_if = {
		limit = { is_clergy = yes }
		OR = {
			rite = { rite_has_parameter = clergy_can_fight }
			AND = {
				has_personal_tenet_flag = clergy_can_fight_personal
				NOT = {
					rite = { rite_has_parameter = pacifist }
				}
			}
			culture = { has_cultural_parameter = culture_clergy_can_fight }
		}
	}
}

As written in game/common/scripted_triggers/00_religious_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls clergy_can_fight_check_trigger.

Domiciles (4)

  • guard_tower_warriors_vestry_01
  • guard_tower_warriors_vestry_02
  • guard_tower_warriors_vestry_03
  • guard_tower_warriors_vestry_04

Source: game/common/scripted_triggers/00_religious_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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