Scripted trigger
has_eagle_trigger
has_eagle_trigger = yesgame/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)
- … Signal
mpo_nerge.1000 - A Hunter in the Making
pet_animal.3060 - Court Jester: Several Fools in One Coat
jester.900 - Nest Sighting
mpo_events_ariana.0001 - Nest Sighting
mpo_events_ariana.0002 - The Enemy's Eagle
pet_animal.3050
2 more
- Travel: The Golden Flock
travel_events_mpo.0001 - Treasure Nest
mpo_events_ariana.0070
Scripted effects inside an event file (1)
- find_potential_eagle_thief_effect
Scripted triggers (2)
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.