Scripted trigger
portrait_can_use_noble_headgear_trigger
portrait_can_use_noble_headgear_trigger = yesgame/common/scripted_triggers/00_clothing_triggers.txt, line 1328 (16 lines). No parameters.
portrait_can_use_noble_headgear_trigger is a scripted trigger in Crusader Kings III, written at line 1328 of its file. It takes no parameters: portrait_can_use_noble_headgear_trigger = yes (or no). The game's script calls it in 5 places, among them portrait_commoner_headgear_fallback_trigger (scripted trigger), portrait_high_nobles_headgear_trigger (scripted trigger) and portrait_imperial_nobles_headgear_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_clothing_triggers.txt.
What it checks
Not all of these
portrait_has_trait_trigger = { TRAIT = peasant_leader }One of these
- Is not a ruler
or
is_leading_faction_type = peasant_factionor
All of these
• 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 (16 lines of game script)
portrait_can_use_noble_headgear_trigger = {
NAND = {
portrait_has_trait_trigger = { TRAIT = peasant_leader }
OR = {
is_ruler = no
is_leading_faction_type = peasant_faction
AND = {
is_playable_character = no
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
}
}
}As written in game/common/scripted_triggers/00_clothing_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls portrait_can_use_noble_headgear_trigger.
Source: game/common/scripted_triggers/00_clothing_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.