Scripted trigger
portrait_war_nobles_fancy_helmet_trigger
portrait_war_nobles_fancy_helmet_trigger = yesgame/common/scripted_triggers/00_clothing_triggers.txt, line 2675 (19 lines). No parameters.
portrait_war_nobles_fancy_helmet_trigger is a scripted trigger in Crusader Kings III, written at line 2675 of its file. It takes no parameters: portrait_war_nobles_fancy_helmet_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_clothing_triggers.txt.
What it checks
portrait_can_use_noble_headgear_trigger = yesOne of these
All of these
has_council_position = councillor_marshalOne of these
is_playable_character = noor
primary_title.tier >= tier_duchy
or
All of these
is_commanding_army = yesAll of these
exists = primary_titleprimary_title.tier >= tier_duchy
• 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 (19 lines of game script)
portrait_war_nobles_fancy_helmet_trigger = {
portrait_can_use_noble_headgear_trigger = yes
OR = { # This helmet is really fancy & gilded - it's nothing for commoners. We allow Dukes+ to use it sometimes, just because it suits them!
AND = {
has_council_position = councillor_marshal
OR = {
is_playable_character = no
primary_title.tier >= tier_duchy
}
}
AND = {
is_commanding_army = yes
AND = {
exists = primary_title
primary_title.tier >= tier_duchy
}
}
}
}As written in game/common/scripted_triggers/00_clothing_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.