Scripted trigger
is_dangerous_faction_trigger
is_dangerous_faction_trigger = yesgame/common/scripted_triggers/00_scripted_triggers.txt, line 206 (16 lines). No parameters.
is_dangerous_faction_trigger is a scripted trigger in Crusader Kings III, written at line 206 of its file. It takes no parameters: is_dangerous_faction_trigger = yes (or no). The game's script calls it in 2 places, among them Dangerous Faction (important action) and is_dangerous_faction (scripted rules). Patch 1.20.1.2, from game/common/scripted_triggers/00_scripted_triggers.txt.
What it checks
One of these
faction_leader ?= { is_ai = no }or
All of these
faction_is_type = peasant_faction- Months until max discontent at most 12
or
All of these
NOT = { faction_is_type = peasant_faction }- Discontent per month more than 0
• 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 (16 lines of game script)
is_dangerous_faction_trigger = {
OR = {
AND = {
faction_leader ?= { is_ai = no } # For now human factions are always dangerous
}
AND = {
faction_is_type = peasant_faction
months_until_max_discontent <= 12
}
AND = {
NOT = { faction_is_type = peasant_faction }
discontent_per_month > 0
}
}
}As written in game/common/scripted_triggers/00_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_dangerous_faction_trigger.
Important actions (1)
- Dangerous Faction
Scripted rules (1)
- is_dangerous_faction
Source: game/common/scripted_triggers/00_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.