Scripted trigger
give_random_likely_secret_lover_trigger
give_random_likely_secret_lover_trigger = yesgame/common/scripted_triggers/00_secret_triggers.txt, line 295 (17 lines). No parameters.
give_random_likely_secret_lover_trigger is a scripted trigger in Crusader Kings III, written at line 295 of its file. It takes no parameters: give_random_likely_secret_lover_trigger = yes (or no). The game's script calls it in 1 place, among them give_random_likely_secret_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_secret_triggers.txt.
What it checks
- Is an Adult
- Is played by the AI
- No relation:
NOT = { is_spouse_of = scope:lover_1 }- Does not have the Trait: Celibate
- Opinion of lover_1 at least 20
- Opinion from lover_1 at least 20
possible_mutual_interest_trigger = { CHARACTER_1 = scope:lover_1 CHARACTER_2 = scope:lover_2 }
• 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 (17 lines of game script)
give_random_likely_secret_lover_trigger = {
is_adult = yes
is_ai = yes
NOT = { any_relation = { type = lover this = scope:lover_1 } }
NOT = { is_spouse_of = scope:lover_1 }
NOT = { has_trait = celibate }
opinion = {
target = scope:lover_1
value >= 20
}
reverse_opinion = {
target = scope:lover_1
value >= 20
}
save_temporary_scope_as = lover_2
possible_mutual_interest_trigger = { CHARACTER_1 = scope:lover_1 CHARACTER_2 = scope:lover_2 }
}As written in game/common/scripted_triggers/00_secret_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls give_random_likely_secret_lover_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/00_secret_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.