Scripted trigger
steward_task_county_corruption_county_trigger
steward_task_county_corruption_county_trigger = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 1010 (8 lines). No parameters.
steward_task_county_corruption_county_trigger is a scripted trigger in Crusader Kings III, written at line 1010 of its file. It takes no parameters: steward_task_county_corruption_county_trigger = yes (or no). The game's script calls it in 6 places, among them Collect Taxes (council task), Support Great Projects (council task) and steward_task.1001 (event). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
- Their holder:
One of these
- Is played by the AI
or
this = root
• 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 (8 lines of game script)
steward_task_county_corruption_county_trigger = {
holder = {
OR = {
is_ai = yes
this = root
}
}
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls steward_task_county_corruption_county_trigger.
Council tasks (2)
- Collect Taxes
- Support Great Projects
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.