Scripted trigger
harm_game_rule_valid_for_logging_trigger
harm_game_rule_valid_for_logging_trigger = yesgame/common/scripted_triggers/00_game_rule_triggers.txt, line 84 (20 lines). No parameters.
harm_game_rule_valid_for_logging_trigger is a scripted trigger in Crusader Kings III, written at line 84 of its file. It takes no parameters: harm_game_rule_valid_for_logging_trigger = yes (or no). The game's script calls it in 3 places, among them log_harm_event_death_as_variable_effect (scripted effect), log_harm_event_incapability_as_variable_effect (scripted effect) and log_harm_event_spared_as_variable_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_game_rule_triggers.txt.
The comment above it in the file
Who do we care about when recording variable logs for harm events?
What it checks
One of these
or
Any close family member:
• 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 (20 lines of game script)
harm_game_rule_valid_for_logging_trigger = {
OR = {
AND = {
highest_held_title_tier >= tier_duchy
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_theocracy
}
}
any_close_family_member = {
highest_held_title_tier >= tier_duchy
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_theocracy
}
}
}
}As written in game/common/scripted_triggers/00_game_rule_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls harm_game_rule_valid_for_logging_trigger.
Source: game/common/scripted_triggers/00_game_rule_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.