Scripted trigger · Roads to Power files
domicile_is_estate_trigger
domicile_is_estate_trigger = yesgame/common/scripted_triggers/07_ep3_triggers.txt, line 1026 (7 lines). No parameters.
domicile_is_estate_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1026 of its file. It takes no parameters: domicile_is_estate_trigger = yes (or no). The game's script calls it in 12 places, among them Raid Estate (Scheme) (interaction), Request Permission to Raid (interaction) and Raid Estate (scheme). Patch 1.20.1.2, from game/common/scripted_triggers/07_ep3_triggers.txt.
What it checks
One of these
is_domicile_type = estateor
is_domicile_type = east_asian_estateor
is_domicile_type = japanese_manor
• 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 (7 lines of game script)
domicile_is_estate_trigger = {
OR = {
is_domicile_type = estate
is_domicile_type = east_asian_estate
is_domicile_type = japanese_manor
}
}As written in game/common/scripted_triggers/07_ep3_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls domicile_is_estate_trigger.
Character interactions (2)
Schemes (1)
- Raid Estate
Events (3)
- raiding.0013
- siege.0001
- The Best Builder
court_events.3115
Scripted triggers inside an event file (2)
- court_3115_valid_vassal_trigger
- siege_0001_valid_domicile_trigger
On actions (the game's own hooks) (1)
- ep3_public_land
Script values (2)
- appointment_score_regent
- house_power_score
Scripted rules (1)
- can_move_domicile
Source: game/common/scripted_triggers/07_ep3_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.