Scripted trigger
petition_liege_councillor_second_trigger
petition_liege_councillor_second_trigger = { JOB_TAKER = … LIEGE = … ROLE = … SKILL = … }game/common/scripted_triggers/00_activity_triggers.txt, line 106 (11 lines). Parameters: $JOB_TAKER$, $LIEGE$, $ROLE$, $SKILL$.
petition_liege_councillor_second_trigger is a scripted trigger in Crusader Kings III, written at line 106 of its file. A call passes 4 parameters: JOB_TAKER, LIEGE, ROLE and SKILL. The game's script calls it in 1 place, among them petition_liege_save_council_seat_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_activity_triggers.txt.
What it checks
NOT = { $JOB_TAKER$.var:petition_liege_council_first ?= flag:$ROLE$ }If
a check the game hides
Then
One of these
$JOB_TAKER$.$SKILL$ >= $LIEGE$.cp:councillor_$ROLE$.$SKILL$or
$JOB_TAKER$ = { has_trait = education_$SKILL$ }
Otherwise
$JOB_TAKER$.$SKILL$ >= mediocre_skill_rating
• 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 (11 lines of game script)
petition_liege_councillor_second_trigger = {
NOT = { $JOB_TAKER$.var:petition_liege_council_first ?= flag:$ROLE$ }
trigger_if = {
limit = { exists = $LIEGE$.cp:councillor_$ROLE$ }
OR = {
$JOB_TAKER$.$SKILL$ >= $LIEGE$.cp:councillor_$ROLE$.$SKILL$
$JOB_TAKER$ = { has_trait = education_$SKILL$ }
}
}
trigger_else = { $JOB_TAKER$.$SKILL$ >= mediocre_skill_rating }
}As written in game/common/scripted_triggers/00_activity_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls petition_liege_councillor_second_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/00_activity_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.