Scripted trigger
common_can_character_create_trigger
common_can_character_create_trigger = { FACTION_TARGET = … }game/common/scripted_triggers/00_faction_triggers.txt, line 119 (69 lines). Parameters: $FACTION_TARGET$.
common_can_character_create_trigger is a scripted trigger in Crusader Kings III, written at line 119 of its file. A call passes 1 parameter: FACTION_TARGET. The game's script calls it in 8 places, among them Ceremonial Claimant Faction (factions), Claimant Faction (factions) and Dissolution Faction (factions). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_faction_triggers.txt.
What it checks
NOT = { has_truce = $FACTION_TARGET$ }common_character_validity_trigger = { FACTION_TARGET = $FACTION_TARGET$ }If
- Government uses Blocs
$FACTION_TARGET$ = top_liege- Is a member of a Confederation
Then
- … must be House Head of a Noble Family
- In Governments with House Blocs, only House Heads of a Bloc's Leading House may create Factions against the Top Liege
• 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 (69 lines of game script)
common_can_character_create_trigger = {
NOT = { has_truce = $FACTION_TARGET$ }
common_character_validity_trigger = {
FACTION_TARGET = $FACTION_TARGET$
}
trigger_if = {
limit = {
government_has_flag = government_has_house_blocs
$FACTION_TARGET$ = top_liege
is_confederation_member = yes
}
custom_tooltip = {
text = is_house_head_of_noble_family_tt
OR = {
joined_faction ?= {
any_faction_member = {
OR = {
this = root.house.house_confederation.leading_house.house_head
is_ai = no
}
}
}
AND = {
is_house_head = yes
any_held_title = { is_noble_family_title = yes }
}
AND = {
house.house_confederation.leading_house.house_head ?= {
tgp_is_ceremonial_liege_trigger = yes
}
joined_faction.faction_leader ?= {
is_leading_faction_type = restore_ceremonial_liege_faction
}
}
}
}
custom_tooltip = {
text = must_be_leading_house_of_bloc_trigger
OR = {
joined_faction ?= {
any_faction_member = {
OR = {
this = root.house.house_confederation.leading_house.house_head
is_ai = no
}
}
}
house.house_confederation.leading_house ?= house
AND = {
house.house_confederation.leading_house.house_head ?= {
tgp_is_ceremonial_liege_trigger = yes
}
joined_faction.faction_leader ?= {
is_leading_faction_type = restore_ceremonial_liege_faction
}
}
}
}
}
####
# BLOCKERS
####
# General Faction immunity
custom_description = {
text = character_is_immune_to_factions
subject = $FACTION_TARGET$
NOT = { $FACTION_TARGET$ = { immune_to_factions_trigger = yes } }
}
}As written in game/common/scripted_triggers/00_faction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls common_can_character_create_trigger.
Factions (8)
- Ceremonial Claimant Faction
- Claimant Faction
- Dissolution Faction
- Imperial Policy Faction
- Independence Faction
- Install Ruling Regent Faction
2 more
- Liberty Faction
- Restore Ceremonial Monarch Faction
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.