Scripted trigger
butcher_animals_decision_available_cats_trigger
butcher_animals_decision_available_cats_trigger = yesgame/common/scripted_triggers/00_laamp_triggers.txt, line 885 (20 lines). No parameters.
butcher_animals_decision_available_cats_trigger is a scripted trigger in Crusader Kings III, written at line 885 of its file. It takes no parameters: butcher_animals_decision_available_cats_trigger = yes (or no). The game's script calls it in 1 place, among them Desperate Measures — Butcher Animals (decision). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_laamp_triggers.txt.
What it checks
One of these
- You have a cat
or
Any of your Followers have cats
If
a check the game hides
Then
- You recently ate your cats
• 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 (20 lines of game script)
butcher_animals_decision_available_cats_trigger = {
OR = {
custom_tooltip = {
text = butcher_animals_decision.tt.cat.you
has_character_modifier = cat_story_modifier
}
custom_tooltip = {
text = butcher_animals_decision.tt.cat.courtier
any_courtier = { has_character_modifier = cat_story_modifier }
}
}
# Only show the cooldown flag if we already have it, so make our tooltips neater.
trigger_if = {
limit = { has_character_flag = recently_ate_cats }
custom_tooltip = {
text = butcher_animals_decision.tt.recently_ate_cats
NOT = { has_character_flag = recently_ate_cats }
}
}
}As written in game/common/scripted_triggers/00_laamp_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls butcher_animals_decision_available_cats_trigger.
Decisions (1)
Source: game/common/scripted_triggers/00_laamp_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.