Scripted trigger
block_exposed_secret_general_notifications
block_exposed_secret_general_notifications = yesgame/common/scripted_triggers/00_secret_triggers.txt, line 197 (38 lines). No parameters.
block_exposed_secret_general_notifications is a scripted trigger in Crusader Kings III, written at line 197 of its file. It takes no parameters: block_exposed_secret_general_notifications = yes (or no). The game's script calls it in 2 places, among them show_me_exposed_secret_event_trigger (scripted trigger) and show_me_exposed_secret_feed_message_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_secret_triggers.txt.
What it checks
One of these
this = scope:secret_exposeror
this = scope:exposed_secret_characteror
this = scope:exposed_secret_owneror
All of these
exists = scope:exposed_secret_targetthis = scope:exposed_secret_target
or
If
scope:secret:secret_type = secret_lover
Then
One of these
is_spouse_of = scope:exposed_secret_owneror
has_relation_lover = scope:exposed_secret_owneror
is_spouse_of = scope:exposed_secret_targetor
has_relation_lover = scope:exposed_secret_target
Else if
scope:secret:One of these
secret_type = secret_disputed_heritageor
secret_type = secret_unmarried_illegitimate_child
Then
One of these
scope:exposed_secret_target.mother = scope:show_meor
scope:exposed_secret_target.real_father = scope:show_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 (38 lines of game script)
block_exposed_secret_general_notifications = { #Because you're already getting your own, special event
OR = {
#Is one of the involved parties
this = scope:secret_exposer
this = scope:exposed_secret_character
this = scope:exposed_secret_owner
AND = {
exists = scope:exposed_secret_target
this = scope:exposed_secret_target
}
#For lover secret: No events for spouses or lovers, they get infidelity_confrontation.1000 instead
trigger_if = {
limit = { scope:secret = { secret_type = secret_lover } }
OR = {
is_spouse_of = scope:exposed_secret_owner
has_relation_lover = scope:exposed_secret_owner
is_spouse_of = scope:exposed_secret_target
has_relation_lover = scope:exposed_secret_target
}
}
#For bastard secrets: No events for child mother and real father
trigger_else_if = {
limit = {
scope:secret = {
OR = {
secret_type = secret_disputed_heritage
secret_type = secret_unmarried_illegitimate_child
}
}
}
OR = {
scope:exposed_secret_target.mother = scope:show_me #mother
scope:exposed_secret_target.real_father = scope:show_me #real father
}
}
trigger_else = { } #Just to avoid errors
}
}As written in game/common/scripted_triggers/00_secret_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls block_exposed_secret_general_notifications.
Scripted triggers (2)
Source: game/common/scripted_triggers/00_secret_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.