Scripted trigger
has_exotic_pet_trigger
has_exotic_pet_trigger = yesgame/common/scripted_triggers/00_pet_triggers.txt, line 85 (8 lines). No parameters.
has_exotic_pet_trigger is a scripted trigger in Crusader Kings III, written at line 85 of its file. It takes no parameters: has_exotic_pet_trigger = yes (or no). The game's script calls it in 3 places, among them Homeward Bound (event travel_events.3010), Homeward Bound: There You Are...? (event travel_events.3012) and There You Are! (event travel_events.3011). Patch 1.20.1.2, from game/common/scripted_triggers/00_pet_triggers.txt.
What it checks
• 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 (8 lines of game script)
has_exotic_pet_trigger = {
OR = {
has_character_modifier = exotic_pet_wolf
has_character_modifier = exotic_pet_bear
has_character_modifier = exotic_pet_lion
has_character_modifier = exotic_pet_tiger
}
}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_exotic_pet_trigger.
Events (3)
- Homeward Bound
travel_events.3010 - Homeward Bound: There You Are...?
travel_events.3012 - There You Are!
travel_events.3011
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.