Scripted trigger
ai_has_conqueror_personality
ai_has_conqueror_personality = yesgame/common/scripted_triggers/00_ai_value_triggers.txt, line 329 (10 lines). No parameters.
ai_has_conqueror_personality is a scripted trigger in Crusader Kings III, written at line 329 of its file. It takes no parameters: ai_has_conqueror_personality = yes (or no). The game's script calls it in 2 places, among them An Oath for the Ages (event coronation_events.0100) and coronation_set_oath_alternatives_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_ai_value_triggers.txt.
What it checks
One of these
- Has the Trait: Conqueror
or
Has the Trait: Greatest of Khansor
Has the Modifier: The Great Khanor
Any owned story:
• 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)
ai_has_conqueror_personality = {
OR = {
has_trait = conqueror
has_trait = greatest_of_khans
has_character_modifier = the_great_khan_modifier
any_owned_story = {
type = story_conqueror
}
}
}As written in game/common/scripted_triggers/00_ai_value_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls ai_has_conqueror_personality.
Events (1)
- An Oath for the Ages
coronation_events.0100
Scripted effects (1)
Source: game/common/scripted_triggers/00_ai_value_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.