Scripted trigger
laamp_base_1001_valid_neighbouring_county_trigger
laamp_base_1001_valid_neighbouring_county_trigger = yesgame/common/scripted_triggers/00_laamp_triggers.txt, line 625 (4 lines). No parameters.
laamp_base_1001_valid_neighbouring_county_trigger is a scripted trigger in Crusader Kings III, written at line 625 of its file. It takes no parameters: laamp_base_1001_valid_neighbouring_county_trigger = yes (or no). The game's script calls it in 1 place, among them Hunting Criminals: Success! (event laamp_base_contract_schemes.1002). Patch 1.20.1.2, from game/common/scripted_triggers/00_laamp_triggers.txt.
The comment above it in the file
Search for counties that could be affected by the modifiers we apply at the conclusion of the contract.
What it checks
holder = root.task_contract_employer- County Control less than 100
• 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 (4 lines of game script)
laamp_base_1001_valid_neighbouring_county_trigger = {
holder = root.task_contract_employer
county_control < full_county_control
}As written in game/common/scripted_triggers/00_laamp_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls laamp_base_1001_valid_neighbouring_county_trigger.
Events (1)
- Hunting Criminals: Success!
laamp_base_contract_schemes.1002
Source: game/common/scripted_triggers/00_laamp_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.