Scripted trigger
has_named_dog_trigger
has_named_dog_trigger = yesgame/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)
- 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.