Scripted trigger
hunt_accomplice_general_trigger
hunt_accomplice_general_trigger = { MURDERER = … TARGET = … }game/common/scripted_triggers/00_hunt_triggers.txt, line 834 (18 lines). Parameters: $MURDERER$, $TARGET$.
hunt_accomplice_general_trigger is a scripted trigger in Crusader Kings III, written at line 834 of its file. A call passes 2 parameters: MURDERER and TARGET. The game's script calls it in 3 places, among them Not Quite Alone (event hunt.1080), hunt_save_murder_target_effect (scripted effect) and hunt_elective_accomplice_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
What it checks
- Is played by the AI
is_participant_in_activity = scope:activityNOT = { has_any_good_relationship_with_character_trigger = { CHARACTER = $TARGET$ } }
• 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 (18 lines of game script)
hunt_accomplice_general_trigger = {
is_ai = yes
is_participant_in_activity = scope:activity
NOR = {
this = $TARGET$
this = $MURDERER$
has_any_good_relationship_with_character_trigger = { CHARACTER = $TARGET$ }
}
OR = {
has_any_good_relationship_with_character_trigger = { CHARACTER = $MURDERER$ }
has_relation_rival = root
NOR = {
has_trait = craven
has_trait = honest
has_trait = content
}
}
}As written in game/common/scripted_triggers/00_hunt_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls hunt_accomplice_general_trigger.
Source: game/common/scripted_triggers/00_hunt_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.