Scripted trigger
executioner_validity_trigger
executioner_validity_trigger = { EMPLOYER = … }game/common/scripted_triggers/00_court_position_triggers.txt, line 624 (38 lines). Parameters: $EMPLOYER$.
executioner_validity_trigger is a scripted trigger in Crusader Kings III, written at line 624 of its file. A call passes 1 parameter: EMPLOYER. The game's script calls it in 1 place, among them Executioner (court position). Its body carries 5 texts 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
NOT = { is_at_war_with = $EMPLOYER$ }- Is an Adult
- Is not landed
- They are not your Spouse
One of these
- You have a valid Imprisonment Reason on them
or
They are imprisoned and not currently employed as an Executioneror
You have a Strong Hook on them
- They are not already employed as a Councillor, camp Officer, or in a full time Court Position
court_position_can_be_combatant_tt_trigger = { EMPLOYER = $EMPLOYER$ }
• 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 (38 lines of game script)
executioner_validity_trigger = {
# base_court_position_validity_trigger = { EMPLOYER = $EMPLOYER$ } can be imprisoned
NOT = { is_at_war_with = $EMPLOYER$ }
is_adult = yes
is_landed = no
custom_tooltip = {
text = NONE_NOT_THE_SPOUSE_OF_CHARACTER_COURT_POSITION
NOT = { is_spouse_of = $EMPLOYER$ }
}
OR = {
custom_tooltip = {
text = has_imprisonment_reason_no_subject
$EMPLOYER$ = { has_imprisonment_reason = prev }
}
custom_tooltip = {
text = is_imprisoned_court_position_executioner
trigger_if = { # Imprisoned characters should only be valid if they aren't already the executioner
limit = {
is_imprisoned = yes
NOT = { has_court_position = executioner_court_position }
}
is_imprisoned_by = $EMPLOYER$
}
}
custom_tooltip = {
text = has_strong_hook_no_subject
$EMPLOYER$ = { has_strong_usable_hook = prev }
}
}
custom_tooltip = {
text = none_does_not_have_a_full_time_job
trigger_if = {
limit = { NOT = { has_court_position = executioner_court_position } }
court_position_does_not_already_have_a_job_trigger = yes # This positions is considered a job, and cannot be held at the same time as another similar position
}
}
court_position_can_be_combatant_tt_trigger = { EMPLOYER = $EMPLOYER$ }
}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 executioner_validity_trigger.
Court positions (1)
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.