Scripted trigger
rival_single_combat_shown_and_not_invalid_trigger
rival_single_combat_shown_and_not_invalid_trigger = yesgame/common/scripted_triggers/00_lifestyle_perk_triggers.txt, line 77 (10 lines). No parameters.
rival_single_combat_shown_and_not_invalid_trigger is a scripted trigger in Crusader Kings III, written at line 77 of its file. It takes no parameters: rival_single_combat_shown_and_not_invalid_trigger = yes (or no). The game's script calls it in 4 places, among them Challenge for Artifact (interaction), Challenge to Duel (interaction) and Punish Criminal (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_lifestyle_perk_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (10 lines of game script)
rival_single_combat_shown_and_not_invalid_trigger = {
scope:actor = {
# Scope:actor must be able to fight personally.
can_start_single_combat_trigger = yes
# Scope:actor cannot challenge someone they have a ceasefire against.
NOT = { has_truce = scope:recipient }
# Scope:actor *definitely* cannot challenge someone they're at war with.
NOT = { is_at_war_with = scope:recipient }
}
}As written in game/common/scripted_triggers/00_lifestyle_perk_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls rival_single_combat_shown_and_not_invalid_trigger.
Character interactions (4)
Source: game/common/scripted_triggers/00_lifestyle_perk_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.