Scripted trigger
get_valid_commander_list_trigger
get_valid_commander_list_trigger = { LIST = … }game/common/scripted_triggers/00_war_and_peace_triggers.txt, line 673 (21 lines). Parameters: $LIST$.
get_valid_commander_list_trigger is a scripted trigger in Crusader Kings III, written at line 673 of its file. A call passes 1 parameter: LIST. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_war_and_peace_triggers.txt.
What it checks
- Every vassal:
add_to_temporary_list = temp$LIST$
- Every courtier:
add_to_temporary_list = temp$LIST$
- Every in list:
If
can_be_commander_now_trigger = { ARMY_OWNER = scope:army_owner }
Then
add_to_temporary_list = $LIST$
• 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 (21 lines of game script)
get_valid_commander_list_trigger = {
any_vassal = {
count = all
add_to_temporary_list = temp$LIST$
}
any_courtier = {
count = all
add_to_temporary_list = temp$LIST$
}
any_in_list = {
list = temp$LIST$
count = all
trigger_if = {
limit = {
can_be_commander_now_trigger = { ARMY_OWNER = scope:army_owner }
}
add_to_temporary_list = $LIST$
}
}
}As written in game/common/scripted_triggers/00_war_and_peace_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_war_and_peace_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.