Scripted trigger
marshal_task_1102_county_trigger
marshal_task_1102_county_trigger = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 995 (5 lines). No parameters.
marshal_task_1102_county_trigger is a scripted trigger in Crusader Kings III, written at line 995 of its file. It takes no parameters: marshal_task_1102_county_trigger = yes (or no). The game's script calls it in 1 place, among them marshal_task.1102 (event). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
- The county does not have the modifier “Military Presence”
• 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 (5 lines of game script)
marshal_task_1102_county_trigger = {
NOT = {
has_county_modifier = marshal_task_military_presence_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_1102_county_trigger.
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.