Scripted trigger
imprison_neutral_is_valid_showing_failures_only_triggers_trigger
imprison_neutral_is_valid_showing_failures_only_triggers_trigger = yesgame/common/scripted_triggers/00_interaction_triggers.txt, line 317 (18 lines). No parameters.
imprison_neutral_is_valid_showing_failures_only_triggers_trigger is a scripted trigger in Crusader Kings III, written at line 317 of its file. It takes no parameters: imprison_neutral_is_valid_showing_failures_only_triggers_trigger = yes (or no). The game's script calls it in 2 places, among them … Imprison (interaction) and Imprison (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_interaction_triggers.txt.
What it checks
scope:puppet_or_actor.liege:- scope:puppet_or_actor: Is not imprisoned
• 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 (18 lines of game script)
imprison_neutral_is_valid_showing_failures_only_triggers_trigger = {
scope:puppet_or_actor.liege = {
trigger_if = {
limit = { has_realm_law_flag = imprisonment_toggle_enable }
# TIT-43801
#has_realm_law_flag = imprisonment_toggle_on
NOT = { has_realm_law = tribal_authority_0 }
}
}
scope:puppet_or_actor = { is_imprisoned = no }
custom_description = {
text = cannot_imprison_almohad_leader
subject = scope:recipient
NOT = {
scope:recipient = { has_character_modifier = almohad_leader_modifier }
}
}
}As written in game/common/scripted_triggers/00_interaction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls imprison_neutral_is_valid_showing_failures_only_triggers_trigger.
Character interactions (2)
Source: game/common/scripted_triggers/00_interaction_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.