Scripted trigger
has_valid_realm_laws_for_liberty_faction_trigger
has_valid_realm_laws_for_liberty_faction_trigger = { TARGET = … }game/common/scripted_triggers/00_faction_triggers.txt, line 246 (23 lines). Parameters: $TARGET$.
has_valid_realm_laws_for_liberty_faction_trigger is a scripted trigger in Crusader Kings III, written at line 246 of its file. A call passes 1 parameter: TARGET. The game's script calls it in 1 place, among them Liberty Faction (factions). Patch 1.20.1.2, from game/common/scripted_triggers/00_faction_triggers.txt.
What it checks
If
$TARGET$ = { realm_law_use_nomadic_authority = yes }
Then
$TARGET$ = { realm_law_use_nomadic_authority = no }
Otherwise
$TARGET$ = { realm_law_use_government_authority = yes }
• 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 (23 lines of game script)
has_valid_realm_laws_for_liberty_faction_trigger = {
trigger_if = {
limit = { $TARGET$ = { realm_law_use_nomadic_authority = yes } }
$TARGET$ = {
realm_law_use_nomadic_authority = no
}
}
trigger_else_if = {
limit = { realm_law_use_government_authority = yes }
custom_description = {
text = already_has_lowest_government_authority
subject = $TARGET$
$TARGET$ = {
realm_law_authority_level_0 = no
}
}
}
trigger_else = {
$TARGET$ = {
realm_law_use_government_authority = yes
}
}
}As written in game/common/scripted_triggers/00_faction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_valid_realm_laws_for_liberty_faction_trigger.
Factions (1)
- Liberty Faction
Source: game/common/scripted_triggers/00_faction_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.