CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

has_named_dog_trigger

has_named_dog_trigger = yes

game/common/scripted_triggers/00_pet_triggers.txt, line 66 (6 lines). No parameters.

has_named_dog_trigger is a scripted trigger in Crusader Kings III, written at line 66 of its file. It takes no parameters: has_named_dog_trigger = yes (or no). The game's script calls it in 9 places, among them book_topic_animals_animals (artifact), book_topic_animals_your_dog (artifact) and book_topic_animals_your_dog_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_dog_trigger = {
	any_owned_story = {
		type = story_cycle_pet_dog
	}
	exists = var:story_cycle_dog_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_dog_trigger.

Artifacts (3)

  • book_topic_animals_animals
  • book_topic_animals_your_dog
  • book_topic_animals_your_dog_no_name

Events (3)

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.

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