Scripted trigger
has_named_eagle_trigger
has_named_eagle_trigger = yesgame/common/scripted_triggers/00_pet_triggers.txt, line 59 (6 lines). No parameters.
has_named_eagle_trigger is a scripted trigger in Crusader Kings III, written at line 59 of its file. It takes no parameters: has_named_eagle_trigger = yes (or no). The game's script calls it in 1 place, among them has_alive_pet_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_pet_triggers.txt.
What it checks
- Any owned story:
story_type = story_cycle_pet_eagle
• 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_eagle_trigger = {
any_owned_story = {
story_type = story_cycle_pet_eagle
}
exists = var:story_cycle_eagle_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_eagle_trigger.
Scripted triggers (1)
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.