Scripted trigger
can_laamp_sell_eagle_trigger
can_laamp_sell_eagle_trigger = yesgame/common/scripted_triggers/00_pet_triggers.txt, line 109 (8 lines). No parameters.
can_laamp_sell_eagle_trigger is a scripted trigger in Crusader Kings III, written at line 109 of its file. It takes no parameters: can_laamp_sell_eagle_trigger = yes (or no). The game's script calls it in 2 places, among them …: Mine! (event ep3_laamp_decision_event.1021) and …: No Questions Asked (event ep3_laamp_decision_event.1020). Patch 1.20.1.2, from game/common/scripted_triggers/00_pet_triggers.txt.
What it checks
- Their location:
has_holding_type = nomad_holding
has_available_eagle_trigger = yesNone of these
scope:laamp_artifact_peddler:has_eagle_trigger = yes
short_term_gold <= minor_gold_laamps_value
• 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 (8 lines of game script)
can_laamp_sell_eagle_trigger = {
location = { has_holding_type = nomad_holding }
has_available_eagle_trigger = yes
NOT = { scope:laamp_artifact_peddler = { has_eagle_trigger = yes } }
NOT = { has_character_flag = cant_sell_eagle } # Cooldown or somewhat healthy eagle
NOT = { exists = scope:1020_second_artifact_to_sell } # Should only have one artifact to sell
short_term_gold <= minor_gold_laamps_value # Out of desperation
}As written in game/common/scripted_triggers/00_pet_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_laamp_sell_eagle_trigger.
Events (2)
- …: Mine!
ep3_laamp_decision_event.1021 - …: No Questions Asked
ep3_laamp_decision_event.1020
Source: game/common/scripted_triggers/00_pet_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.