CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

has_eagle_trigger

has_eagle_trigger = yes

game/common/scripted_triggers/00_pet_triggers.txt, line 37 (5 lines). No parameters.

has_eagle_trigger is a scripted trigger in Crusader Kings III, written at line 37 of its file. It takes no parameters: has_eagle_trigger = yes (or no). The game's script calls it in 12 places, among them … Signal (event mpo_nerge.1000), A Hunter in the Making (event pet_animal.3060) and Court Jester: Several Fools in One Coat (event jester.900). 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

• 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 (5 lines of game script)
has_eagle_trigger = {
	any_owned_story = {
		story_type = story_cycle_pet_eagle
	}
}

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_eagle_trigger.

Character interactions (1)

  • Start Pet Story

Events (8)

2 more

Scripted effects inside an event file (1)

  • find_potential_eagle_thief_effect

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.

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