Scripted trigger
imprisonment_would_cause_regency_trigger
imprisonment_would_cause_regency_trigger = yesgame/common/scripted_triggers/00_diarchy_scripted_triggers.txt, line 197 (11 lines). No parameters.
imprisonment_would_cause_regency_trigger is a scripted trigger in Crusader Kings III, written at line 197 of its file. It takes no parameters: imprisonment_would_cause_regency_trigger = yes (or no). The game's script calls it in 2 places, among them diarchy.0001 (event) and can_leave_diarchy_trigger (scripted trigger). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_diarchy_scripted_triggers.txt.
What it checks
- You are Imprisoned abroad
• 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 (11 lines of game script)
imprisonment_would_cause_regency_trigger = {
custom_tooltip = {
text = imprisonment_would_cause_regency_trigger.tt.imprisoned_abroad
is_imprisoned = yes
# Doesn't count if your gaoler is your vassal.
save_temporary_scope_as = liege_temp
NOT = {
any_vassal_or_below = { this = scope:liege_temp.imprisoner }
}
}
}As written in game/common/scripted_triggers/00_diarchy_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls imprisonment_would_cause_regency_trigger.
Events (1)
Scripted triggers (1)
Source: game/common/scripted_triggers/00_diarchy_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.