Scripted trigger
vassal_would_join_rebel_faction_relation_trigger
vassal_would_join_rebel_faction_relation_trigger = yesgame/common/scripted_triggers/00_faction_triggers.txt, line 317 (10 lines). No parameters.
vassal_would_join_rebel_faction_relation_trigger is a scripted trigger in Crusader Kings III, written at line 317 of its file. It takes no parameters: vassal_would_join_rebel_faction_relation_trigger = yes (or no). The game's script calls it in 3 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
One of these
has_relation_lover = scope:rebel_tempor
has_relation_friend = scope:rebel_temp
NOT = { has_relation_lover = scope:liege_temp }NOT = { has_relation_friend = scope:liege_temp }
• 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 (10 lines of game script)
vassal_would_join_rebel_faction_relation_trigger = {
OR = {
has_relation_lover = scope:rebel_temp
has_relation_friend = scope:rebel_temp
}
NOR = {
has_relation_lover = scope:liege_temp
has_relation_friend = scope:liege_temp
}
}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_relation_trigger.
Scripted effects (3)
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.