Scripted trigger
has_named_cat_trigger
has_named_cat_trigger = yesgame/common/scripted_triggers/00_pet_triggers.txt, line 24 (6 lines). No parameters.
has_named_cat_trigger is a scripted trigger in Crusader Kings III, written at line 24 of its file. It takes no parameters: has_named_cat_trigger = yes (or no). The game's script calls it in 10 places, among them book_topic_animals_animals (artifact), book_topic_animals_your_cat (artifact) and book_topic_animals_your_cat_no_name (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_pet_triggers.txt.
What it checks
- Any owned story:
• 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_trigger = {
any_owned_story = {
type = story_cycle_pet_cat
}
exists = var:story_cycle_cat_name
}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_trigger.
Artifacts (3)
- book_topic_animals_animals
- book_topic_animals_your_cat
- book_topic_animals_your_cat_no_name
Events (4)
- Alone With a Memory
feast_mkc.0001 - Homeward Bound
travel_events.3010 - Homeward Bound: There You Are...?
travel_events.3012 - There You Are!
travel_events.3011
Scripted triggers (2)
Customizable localization (1)
- rich_presence_flavor_status
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.