Scripted trigger
has_special_main_event_potential
has_special_main_event_potential = yesgame/common/scripted_triggers/00_feast_activity_triggers.txt, line 8 (5 lines). No parameters.
has_special_main_event_potential is a scripted trigger in Crusader Kings III, written at line 8 of its file. It takes no parameters: has_special_main_event_potential = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_feast_activity_triggers.txt.
The comment above it in the file
Check whether any special conditions are true. Make sure conditions for new special Main Events are added to this!
What it checks
- scope:activity: Has “potential friend” (a variable the game's script sets)
• 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 (5 lines of game script)
has_special_main_event_potential = {
scope:activity = {
has_variable = potential_friend
}
}As written in game/common/scripted_triggers/00_feast_activity_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_feast_activity_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.