Scripted trigger
roman_restoration_is_valid_roman_empire_trigger
roman_restoration_is_valid_roman_empire_trigger = yesgame/common/scripted_triggers/00_available_for_events_triggers.txt, line 986 (9 lines). No parameters.
roman_restoration_is_valid_roman_empire_trigger is a scripted trigger in Crusader Kings III, written at line 986 of its file. It takes no parameters: roman_restoration_is_valid_roman_empire_trigger = yes (or no). The game's script calls it in 2 places, among them restoring_roman_provinces_story (story cycle) and on_action_roman_restoration_pulse (on action). Patch 1.20.1.2, from game/common/scripted_triggers/00_available_for_events_triggers.txt.
What it checks
- Is played by a person
is_roman_emperor_trigger = yesOne of these
- Their religion is Christianity
or
Their religion is Greco-Roman
• 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 (9 lines of game script)
roman_restoration_is_valid_roman_empire_trigger = {
is_ai = no
is_roman_emperor_trigger = yes
OR = {
religion = religion:christianity_religion #Either Christian
religion = religion:hellenism_religion #Or Hellenic
}
NOT = { has_ep3_dlc_trigger = yes }
}As written in game/common/scripted_triggers/00_available_for_events_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls roman_restoration_is_valid_roman_empire_trigger.
Story cycles (1)
- restoring_roman_provinces_story
On actions (the game's own hooks) (1)
- on_action_roman_restoration_pulse
Source: game/common/scripted_triggers/00_available_for_events_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.