Scripted trigger
marshal_task_1003_county_trigger
marshal_task_1003_county_trigger = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 1001 (8 lines). No parameters.
marshal_task_1003_county_trigger is a scripted trigger in Crusader Kings III, written at line 1001 of its file. It takes no parameters: marshal_task_1003_county_trigger = yes (or no). The game's script calls it in 2 places, among them Organize Army (council task) and marshal_task.1003 (event). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
is_valid_for_county_corruption_trigger = yesOne of these
- The county does not have the modifier “Unsafe Highways”
or
The county does not have the modifier “Thieves Guild”or
The county does not have the modifier “Bandits Running Rampant”
• 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 (8 lines of game script)
marshal_task_1003_county_trigger = {
is_valid_for_county_corruption_trigger = yes
OR = {
NOT = { has_county_modifier = county_corruption_unsafe_highways_modifier }
NOT = { has_county_modifier = county_corruption_thieves_guild_modifier }
NOT = { has_county_modifier = county_corruption_bandits_rampant_modifier }
}
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls marshal_task_1003_county_trigger.
Council tasks (1)
- Organize Army
Events (1)
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.