Scripted trigger
major_interest_realm_priest_trigger
major_interest_realm_priest_trigger = { LISTNAME = … }game/common/scripted_triggers/00_relation_triggers.txt, line 769 (7 lines). Parameters: $LISTNAME$.
major_interest_realm_priest_trigger is a scripted trigger in Crusader Kings III, written at line 769 of its file. A call passes 1 parameter: LISTNAME. The game's script calls it in 2 places, among them get_characters_of_major_interest_effect (scripted effect) and get_characters_of_major_interest_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_relation_triggers.txt.
The comment above it in the file
Support trigger
What it checks
- Their rite: Has the Theocratic Doctrine
• 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 (7 lines of game script)
major_interest_realm_priest_trigger = {
rite = { rite_has_doctrine = doctrine_theocracy_temporal }
exists = cp:councillor_court_chaplain
NOT = {
cp:councillor_court_chaplain = { is_in_list = $LISTNAME$ }
}
}As written in game/common/scripted_triggers/00_relation_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls major_interest_realm_priest_trigger.
Scripted effects (1)
Scripted triggers (1)
Source: game/common/scripted_triggers/00_relation_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.