Scripted trigger
has_named_cat_or_dog_trigger
has_named_cat_or_dog_trigger = yesgame/common/scripted_triggers/00_pet_triggers.txt, line 11 (6 lines). No parameters.
has_named_cat_or_dog_trigger is a scripted trigger in Crusader Kings III, written at line 11 of its file. It takes no parameters: has_named_cat_or_dog_trigger = yes (or no). The game's script calls it in 1 place, among them laamp_transport_animal (contract). Patch 1.20.1.2, from game/common/scripted_triggers/00_pet_triggers.txt.
What it checks
One of these
has_named_cat_trigger = yesor
has_named_dog_trigger = yes
• 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 (6 lines of game script)
has_named_cat_or_dog_trigger = {
OR = {
has_named_cat_trigger = yes
has_named_dog_trigger = yes
}
}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_named_cat_or_dog_trigger.
Task contracts (1)
- laamp_transport_animal
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.