Scripted trigger · Roads to Power files
ep3_raid_insight_trigger
ep3_raid_insight_trigger = { TYPE = … }game/common/scripted_triggers/07_ep3_triggers.txt, line 1356 (6 lines). Parameters: $TYPE$.
ep3_raid_insight_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1356 of its file. A call passes 1 parameter: TYPE. The game's script calls it in 1 place, among them scheme_critical_moments.8031 (event). Patch 1.20.1.2, from game/common/scripted_triggers/07_ep3_triggers.txt.
What it checks
- scope:owner: Does not have the Modifier: raid insight …
scope:target_domicile:has_domicile_building_or_higher = $TYPE$_01
• 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)
ep3_raid_insight_trigger = {
scope:owner = {
NOT = { has_character_modifier = raid_insight_$TYPE$ }
}
scope:target_domicile = { has_domicile_building_or_higher = $TYPE$_01 }
}As written in game/common/scripted_triggers/07_ep3_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls ep3_raid_insight_trigger.
Events (1)
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.