Scripted trigger
hunt_murder_bodyguard_appears_trigger
hunt_murder_bodyguard_appears_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 1016 (22 lines). No parameters.
hunt_murder_bodyguard_appears_trigger is a scripted trigger in Crusader Kings III, written at line 1016 of its file. It takes no parameters: hunt_murder_bodyguard_appears_trigger = yes (or no). The game's script calls it in 1 place, among them Not Quite Alone (event hunt.1080). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
What it checks
One of these
has_court_position = bodyguard_court_positionor
has_court_position = akolouthos_court_position
is_participant_in_activity = scope:activityNone of these
this = scope:murdererAll of these
exists = scope:accomplicethis = scope:accomplice
is_scheming_against = { target = root type = murder }All of these
has_activity_intent = murder_attendee_intentintent_target = root
• 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 (22 lines of game script)
hunt_murder_bodyguard_appears_trigger = {
OR = {
has_court_position = bodyguard_court_position
has_court_position = akolouthos_court_position
}
is_participant_in_activity = scope:activity
NOR = {
this = scope:murderer
AND = {
exists = scope:accomplice
this = scope:accomplice
}
is_scheming_against = {
target = root
type = murder
}
AND = {
has_activity_intent = murder_attendee_intent
intent_target = root
}
}
}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_murder_bodyguard_appears_trigger.
Events (1)
- Not Quite Alone
hunt.1080
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.