Scripted trigger
petition_liege_has_main_skiller_trigger
petition_liege_has_main_skiller_trigger = yesgame/common/scripted_triggers/00_activity_triggers.txt, line 423 (49 lines). No parameters.
petition_liege_has_main_skiller_trigger is a scripted trigger in Crusader Kings III, written at line 423 of its file. It takes no parameters: petition_liege_has_main_skiller_trigger = yes (or no). The game's script calls it in 4 places, among them Petition: Counter-Offer (event petition_liege.0205), Petition: Counter-Offer (event petition_liege.0225) and Petition: Rejected (event petition_liege.0209). Patch 1.20.1.2, from game/common/scripted_triggers/00_activity_triggers.txt.
The comment above it in the file
Has a councillor or spouse who is not involved in the event already
What it checks
scope:petition_liege:One of these
If a check the game hides passes: the same again (1 line)
cp:councillor_chancellor:
Otherwise
- Never
or
If a check the game hides passes: the same again (1 line)
cp:councillor_marshal:
Otherwise
- Never
or
If a check the game hides passes: the same again (1 line)
cp:councillor_steward:
Otherwise
- Never
or
If a check the game hides passes: the same again (1 line)
cp:councillor_spymaster:
Otherwise
- Never
or
If a check the game hides passes: the same again (1 line)
cp:councillor_court_chaplain:
Otherwise
- Never
or
If married › Their spouse:is_playable_character = nopetition_liege_skiller_trigger = yesexists = scope:petition_vassalNOT = { has_any_scripted_relation = scope:petition_vassal }
or
Otherwise: Never
• 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 (49 lines of game script)
petition_liege_has_main_skiller_trigger = {
scope:petition_liege = {
OR = {
trigger_if = {
limit = { exists = cp:councillor_chancellor }
cp:councillor_chancellor = { petition_liege_skiller_trigger = yes }
}
trigger_else = { always = no }
trigger_if = {
limit = { exists = cp:councillor_marshal }
cp:councillor_marshal = { petition_liege_skiller_trigger = yes }
}
trigger_else = { always = no }
trigger_if = {
limit = { exists = cp:councillor_steward }
cp:councillor_steward = { petition_liege_skiller_trigger = yes }
}
trigger_else = { always = no }
trigger_if = {
limit = { exists = cp:councillor_spymaster }
cp:councillor_spymaster = { petition_liege_skiller_trigger = yes }
}
trigger_else = { always = no }
trigger_if = {
limit = { exists = cp:councillor_court_chaplain }
cp:councillor_court_chaplain = { petition_liege_skiller_trigger = yes }
}
trigger_else = { always = no }
trigger_if = {
limit = {
is_married = yes
exists = primary_spouse
}
primary_spouse = {
is_playable_character = no
petition_liege_skiller_trigger = yes
exists = scope:petition_vassal
NOT = { has_any_scripted_relation = scope:petition_vassal }
}
}
trigger_else = { always = no }
}
}
}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_has_main_skiller_trigger.
Events (4)
- Petition: Counter-Offer
petition_liege.0205 - Petition: Counter-Offer
petition_liege.0225 - Petition: Rejected
petition_liege.0209 - Petition: Rejected
petition_liege.0229
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.