Scripted trigger
has_health_court_owner_trigger
has_health_court_owner_trigger = yesgame/common/scripted_triggers/20_health_triggers.txt, line 834 (17 lines). No parameters.
has_health_court_owner_trigger is a scripted trigger in Crusader Kings III, written at line 834 of its file. It takes no parameters: has_health_court_owner_trigger = yes (or no). The game's script calls it in 1 place, among them contract_disease_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/20_health_triggers.txt.
What it checks
If
a check the game hides
Then
always = yesimprisoner = { save_temporary_scope_as = trigger_health_court_owner }
Else if a check the game hides passes: the same again (1 line)
always = yes
Otherwise
- Never
• 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 (17 lines of game script)
has_health_court_owner_trigger = { #Should match save_health_court_owner_effect
trigger_if = {
limit = {
exists = imprisoner
}
always = yes
imprisoner = { save_temporary_scope_as = trigger_health_court_owner }
}
trigger_else_if = {
limit = { exists = host }
always = yes
host = { save_temporary_scope_as = trigger_health_court_owner }
}
trigger_else = {
always = no
}
}As written in game/common/scripted_triggers/20_health_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_health_court_owner_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/20_health_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.