Scripted trigger
revoke_refusal_war_would_be_massive_trigger
revoke_refusal_war_would_be_massive_trigger = { VASSAL = … }game/common/scripted_triggers/00_interaction_triggers.txt, line 200 (7 lines). Parameters: $VASSAL$.
revoke_refusal_war_would_be_massive_trigger is a scripted trigger in Crusader Kings III, written at line 200 of its file. A call passes 1 parameter: VASSAL. The game's script calls it in 1 place, among them Revoke Title (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_interaction_triggers.txt.
The comment above it in the file
The liege is root, and $VASSAL$ is the target Sets liege_temp and rebel_temp for revoke_refusal_war_rising_strength_value
What it checks
NOT = { has_revoke_title_reason = $VASSAL$ }- Their government does not have the no powerful vassals flag
$VASSAL$ = { save_temporary_scope_as = rebel_temp }current_military_strength < revoke_refusal_war_rising_strength_value
• 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 (7 lines of game script)
revoke_refusal_war_would_be_massive_trigger = {
NOT = { has_revoke_title_reason = $VASSAL$ }
NOT = { government_has_flag = no_powerful_vassals }
save_temporary_scope_as = liege_temp
$VASSAL$ = { save_temporary_scope_as = rebel_temp }
current_military_strength < revoke_refusal_war_rising_strength_value
}As written in game/common/scripted_triggers/00_interaction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls revoke_refusal_war_would_be_massive_trigger.
Character interactions (1)
Source: game/common/scripted_triggers/00_interaction_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.