Scripted trigger
travel_would_cause_regency_trigger
travel_would_cause_regency_trigger = { REALM_HOLDER = … }game/common/scripted_triggers/00_diarchy_scripted_triggers.txt, line 209 (36 lines). Parameters: $REALM_HOLDER$.
travel_would_cause_regency_trigger is a scripted trigger in Crusader Kings III, written at line 209 of its file. A call passes 1 parameter: REALM_HOLDER. The game's script calls it in 2 places, among them diarchy.0002 (event) and is_diarch_valid_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_diarchy_scripted_triggers.txt.
What it checks
If
a check the game hides
Then
One of these
All of these
exists = current_travel_planNOT = { current_travel_plan.final_destination_province = current_travel_plan.departure_location }current_travel_plan.final_destination_province.county.holder ?= { … }
or
All of these
exists = current_travel_plancurrent_travel_plan.final_destination_province = current_travel_plan.departure_locationcurrent_travel_plan.next_destination_province.county ?= { … }
• 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 (36 lines of game script)
travel_would_cause_regency_trigger = {
trigger_if = {
limit = { exists = current_travel_plan }
OR = {
# Travelling one-way.
AND = {
exists = current_travel_plan
# Make sure that we _aren't_ going bilaterally.
NOT = { current_travel_plan.final_destination_province = current_travel_plan.departure_location }
# Then check that we're actually going outside of the realm.
current_travel_plan.final_destination_province.county.holder ?= {
NOR = {
any_liege_or_above = { this = $REALM_HOLDER$ }
this = $REALM_HOLDER$
}
}
}
# Travelling in a circle.
AND = {
exists = current_travel_plan
# Make sure that we _are_ going bilaterally.
current_travel_plan.final_destination_province = current_travel_plan.departure_location
# Check the next destination province instead.
## We put a break in to check if there _is_ a county because you might be travelling through the ocean.
current_travel_plan.next_destination_province.county ?= {
holder = {
NOR = {
any_liege_or_above = { this = $REALM_HOLDER$ }
this = $REALM_HOLDER$
}
}
}
}
}
}
}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 travel_would_cause_regency_trigger.
Events (1)
Scripted triggers (1)
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.