Scripted trigger
portrait_prisoner_trigger
portrait_prisoner_trigger = yesgame/common/scripted_triggers/00_clothing_triggers.txt, line 2801 (11 lines). No parameters.
portrait_prisoner_trigger is a scripted trigger in Crusader Kings III, written at line 2801 of its file. It takes no parameters: portrait_prisoner_trigger = yes (or no). The game's script calls it in 1 place, among them portrait_wear_no_headgear_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_clothing_triggers.txt.
What it checks
If
a check the game hides
Then
death_reason = death_dungeon
Otherwise
- Is imprisoned
is_in_prison_type = dungeon
• 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)
portrait_prisoner_trigger = {
exists = this
trigger_if = {
limit = { is_alive = no }
death_reason = death_dungeon
}
trigger_else = {
is_imprisoned = yes
is_in_prison_type = dungeon
}
}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_prisoner_trigger.
Scripted triggers (1)
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.