Scripted trigger
agent_valid_to_be_discovered_by_spymaster
agent_valid_to_be_discovered_by_spymaster = yesgame/common/scripted_triggers/00_scheme_triggers.txt, line 83 (26 lines). No parameters.
agent_valid_to_be_discovered_by_spymaster is a scripted trigger in Crusader Kings III, written at line 83 of its file. It takes no parameters: agent_valid_to_be_discovered_by_spymaster = yes (or no). The game's script calls it in 1 place, among them hostile_scheme_monthly_discovery_chance_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
What it checks
If
a check the game hides
Then
NOT = { reverse_has_opinion_modifier = { target = scope:target.court_owner modifier = scheming_against_me } }NOT = { reverse_has_opinion_modifier = { target = scope:target.court_owner modifier = schemed_against_me } }
• 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 (26 lines of game script)
agent_valid_to_be_discovered_by_spymaster = {
trigger_if = {
limit = {
exists = scope:target.court_owner.cp:councillor_spymaster
}
this != scope:target.court_owner.cp:councillor_spymaster
}
NOT = {
has_character_flag = free_to_scheme
}
trigger_if = {
limit = {
exists = scope:target.court_owner
}
NOR = {
reverse_has_opinion_modifier = {
target = scope:target.court_owner
modifier = scheming_against_me
}
reverse_has_opinion_modifier = {
target = scope:target.court_owner
modifier = schemed_against_me
}
}
}
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls agent_valid_to_be_discovered_by_spymaster.
Scripted effects (1)
Source: game/common/scripted_triggers/00_scheme_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.