Scripted trigger
can_use_befriend_scheme_trigger
can_use_befriend_scheme_trigger = { TARGET = … }game/common/scripted_triggers/00_scheme_triggers.txt, line 430 (44 lines). Parameters: $TARGET$.
can_use_befriend_scheme_trigger is a scripted trigger in Crusader Kings III, written at line 430 of its file. A call passes 1 parameter: TARGET. The game's script calls it in 2 places, among them Befriend (Scheme) (interaction) and Befriend (scheme). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
What it checks
One of these
- Your Spiritual Fulfillment is at least 30
or
Your Spiritual Fulfillment is at least 65or
Your Spiritual Fulfillment is at least 95or
All of these
- Their house:
has_house_head_parameter = unlock_befriend_scheme
is_house_head = yes
- Their house:
or
Has the Befriend Perkor
All of these
- Their dynasty: The Dynasty has the Decentralized Rule Legacy
target_is_vassal_or_below = $TARGET$
or
Their culture: The Culture has the Automatically has access to the Befriend Scheme Traditionor
Any character struggle:involvement = involvedhas_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
or
All of these
- Government is Clan
is_in_same_clan_as_trigger = { CHARACTER = $TARGET$ }- Their house: House unity is harmonious
or
Government is Nomadic
• 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 (44 lines of game script)
can_use_befriend_scheme_trigger = {
OR = {
custom_tooltip = {
text = sp_befriend_chaplain_tt
has_fulfillment_parameter = sp_befriend_chaplain
exists = cp:councillor_court_chaplain
$TARGET$ = { this = prev.cp:councillor_court_chaplain }
}
custom_tooltip = {
text = sp_befriend_hor_tt
has_fulfillment_parameter = sp_befriend_hor
exists = rite.head_of_rite
$TARGET$ = { this = prev.rite.head_of_rite }
}
custom_tooltip = {
text = sp_befriend_hof_tt
has_fulfillment_parameter = sp_befriend_hof
exists = faith.religious_head
$TARGET$ = { this = prev.faith.religious_head }
}
AND = {
house ?= { has_house_head_parameter = unlock_befriend_scheme }
is_house_head = yes
}
has_perk = befriend_perk
AND = {
dynasty ?= {
has_dynasty_perk = fp1_adventure_legacy_5
}
target_is_vassal_or_below = $TARGET$
}
culture = { has_cultural_parameter = automatic_befriend_access }
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
}
AND = {
government_has_flag = government_is_clan
is_in_same_clan_as_trigger = { CHARACTER = $TARGET$ }
house = { has_house_unity_stage = harmonious }
}
government_has_flag = government_is_nomadic
}
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_use_befriend_scheme_trigger.
Character interactions (1)
Schemes (1)
- Befriend
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.