Scripted trigger
court_position_can_be_combatant_tt_trigger
court_position_can_be_combatant_tt_trigger = { EMPLOYER = … }game/common/scripted_triggers/00_court_position_triggers.txt, line 369 (6 lines). Parameters: $EMPLOYER$.
court_position_can_be_combatant_tt_trigger is a scripted trigger in Crusader Kings III, written at line 369 of its file. A call passes 1 parameter: EMPLOYER. The game's script calls it in 12 places, among them akolouthos_validity_trigger (scripted trigger), bodyguard_validity_trigger (scripted trigger) and boyan_validity_trigger (scripted trigger). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_court_position_triggers.txt.
What it checks
- Their Culture allows them to be combatants
• 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)
court_position_can_be_combatant_tt_trigger = {
custom_tooltip = {
text = NONE_ARE_ALLOWED_TO_BE_WARRIORS_IN_CULTURE
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $EMPLOYER$ }
}
}As written in game/common/scripted_triggers/00_court_position_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls court_position_can_be_combatant_tt_trigger.
Scripted triggers (12)
Source: game/common/scripted_triggers/00_court_position_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.