Scripted trigger
diplomacy_scheme_trigger
diplomacy_scheme_trigger = yesgame/common/scripted_triggers/00_scheme_triggers.txt, line 2 (7 lines). No parameters.
diplomacy_scheme_trigger is a scripted trigger in Crusader Kings III, written at line 2 of its file. It takes no parameters: diplomacy_scheme_trigger = yes (or no). The game's script calls it in 2 places, among them lover_1002_scheme_trigger (local trigger) and rich_presence_flavor_status (custom loc). Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
What it checks
One of these
scheme_type = befriendor
scheme_type = swayor
scheme_type = courting
• 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 (7 lines of game script)
diplomacy_scheme_trigger = {
OR = {
scheme_type = befriend
scheme_type = sway
scheme_type = courting
}
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls diplomacy_scheme_trigger.
Scripted triggers inside an event file (1)
- lover_1002_scheme_trigger
Customizable localization (1)
- rich_presence_flavor_status
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.