Scripted trigger
has_focus_wanderer
has_focus_wanderer = yesgame/common/scripted_triggers/00_lifestyle_triggers.txt, line 329 (7 lines). No parameters.
has_focus_wanderer is a scripted trigger in Crusader Kings III, written at line 329 of its file. It takes no parameters: has_focus_wanderer = yes (or no). The game's script calls it in 3 places, among them Available Perks (…) (important action), Available Perks (…) (important action) and can_start_new_lifestyle_tree_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_lifestyle_triggers.txt.
What it checks
One of these
has_focus = wanderer_internal_affairs_focusor
has_focus = wanderer_journey_focusor
has_focus = wanderer_destination_focus
• 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 (7 lines of game script)
has_focus_wanderer = {
OR = {
has_focus = wanderer_internal_affairs_focus
has_focus = wanderer_journey_focus
has_focus = wanderer_destination_focus
}
}As written in game/common/scripted_triggers/00_lifestyle_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_focus_wanderer.
Important actions (2)
- Available Perks (…)
- Available Perks (…)
Scripted triggers (1)
Source: game/common/scripted_triggers/00_lifestyle_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.