Scripted trigger · Roads to Power files
cid_story_cycle_start_trigger
cid_story_cycle_start_trigger = yesgame/common/scripted_triggers/07_ep3_triggers.txt, line 1162 (13 lines). No parameters.
cid_story_cycle_start_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1162 of its file. It takes no parameters: cid_story_cycle_start_trigger = yes (or no). The game's script calls it in 1 place, among them on_game_start (on action). Patch 1.20.1.2, from game/common/scripted_triggers/07_ep3_triggers.txt.
What it checks
is_playable_character = yeshas_none_of_variables = { name = ongoing_cid_story_cycle name = had_cid_story_cycle }- Has a Adventurer Government
- Their top liege › Any courtier:
• 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 (13 lines of game script)
cid_story_cycle_start_trigger = {
is_alive = yes
is_playable_character = yes
has_ep3_dlc_trigger = yes
has_none_of_variables = {
name = ongoing_cid_story_cycle
name = had_cid_story_cycle
}
has_government = landless_adventurer_government
top_liege ?= {
any_courtier = { is_available_healthy_ai_adult = yes }
}
}As written in game/common/scripted_triggers/07_ep3_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls cid_story_cycle_start_trigger.
On actions (the game's own hooks) (1)
- on_game_start
Source: game/common/scripted_triggers/07_ep3_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.