Scripted trigger
has_available_eagle_trigger
has_available_eagle_trigger = yesgame/common/scripted_triggers/00_pet_triggers.txt, line 43 (9 lines). No parameters.
has_available_eagle_trigger is a scripted trigger in Crusader Kings III, written at line 43 of its file. It takes no parameters: has_available_eagle_trigger = yes (or no). The game's script calls it in 6 places, among them … Song (event pet_animal.3070), …: Mine! (event ep3_laamp_decision_event.1021) and A Hunter in the Making (event pet_animal.3060). Patch 1.20.1.2, from game/common/scripted_triggers/00_pet_triggers.txt.
What it checks
- Any owned story:
story_type = story_cycle_pet_eagle
has_none_of_variables = { name = eagle_is_missing name = eagle_is_dying }
• 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 (9 lines of game script)
has_available_eagle_trigger = {
any_owned_story = {
story_type = story_cycle_pet_eagle
}
has_none_of_variables = {
name = eagle_is_missing
name = eagle_is_dying
}
}As written in game/common/scripted_triggers/00_pet_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_available_eagle_trigger.
Events (3)
- … Song
pet_animal.3070 - …: Mine!
ep3_laamp_decision_event.1021 - A Hunter in the Making
pet_animal.3060
On actions (the game's own hooks) (1)
- ongoing_eagle_events
Scripted triggers (1)
Script values (1)
- hunt_success_chance_value
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.