Scripted trigger
vassal_would_join_rebel_faction_base_trigger
vassal_would_join_rebel_faction_base_trigger = yesgame/common/scripted_triggers/00_faction_triggers.txt, line 295 (21 lines). No parameters.
vassal_would_join_rebel_faction_base_trigger is a scripted trigger in Crusader Kings III, written at line 295 of its file. It takes no parameters: vassal_would_join_rebel_faction_base_trigger = yes (or no). The game's script calls it in 4 places, among them war_for_imprison_effect (scripted effect), war_for_retraction_effect (scripted effect) and war_for_revoke_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_faction_triggers.txt.
What it checks
• 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 (21 lines of game script)
vassal_would_join_rebel_faction_base_trigger = {
highest_held_title_tier > tier_barony
this != scope:rebel_temp
is_available_quick = {
ai = yes
incapable = no
imprisoned = no
}
NOR = {
is_at_war_with = scope:rebel_temp
is_at_war_with = scope:liege_temp
opinion = { # People who really, really like you will still back you
target = scope:liege_temp
value >= 80
}
dread_modified_ai_boldness = { #Too scared to do anything.
dreaded_character = scope:liege_temp
value <= -50
}
}
}As written in game/common/scripted_triggers/00_faction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls vassal_would_join_rebel_faction_base_trigger.
Scripted effects (3)
Script values (1)
- revoke_refusal_war_rising_strength_value
Source: game/common/scripted_triggers/00_faction_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.