Scripted trigger
can_have_agent_poisoner_trigger
can_have_agent_poisoner_trigger = yesgame/common/scripted_triggers/00_scheme_triggers.txt, line 770 (3 lines). No parameters.
can_have_agent_poisoner_trigger is a scripted trigger in Crusader Kings III, written at line 770 of its file. It takes no parameters: can_have_agent_poisoner_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
What it checks
- Their domicile:
has_domicile_parameter = camp_unlocks_poisoner_scheme_agents
• 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 (3 lines of game script)
can_have_agent_poisoner_trigger = {
domicile ?= { has_domicile_parameter = camp_unlocks_poisoner_scheme_agents }
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.