Scripted trigger
regent_would_remain_loyal_after_death_trigger
regent_would_remain_loyal_after_death_trigger = yesgame/common/scripted_triggers/00_diarchy_scripted_triggers.txt, line 255 (4 lines). No parameters.
regent_would_remain_loyal_after_death_trigger is a scripted trigger in Crusader Kings III, written at line 255 of its file. It takes no parameters: regent_would_remain_loyal_after_death_trigger = yes (or no). The game's script calls it in 1 place, among them on_death (on action). Patch 1.20.1.2, from game/common/scripted_triggers/00_diarchy_scripted_triggers.txt.
What it checks
- Is played by the AI
- Diarch loyalty score type regency at least 75
• 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 (4 lines of game script)
regent_would_remain_loyal_after_death_trigger = {
is_ai = yes
diarch_loyalty_score_type_regency_value >= diarch_loyalty_visibly_loyal_threshold
}As written in game/common/scripted_triggers/00_diarchy_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls regent_would_remain_loyal_after_death_trigger.
On actions (the game's own hooks) (1)
- on_death
Source: game/common/scripted_triggers/00_diarchy_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.