CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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_plan
        • NOT = { 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_plan
        • current_travel_plan.final_destination_province = current_travel_plan.departure_location
        • current_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.

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