Scripted trigger
is_bald_trigger
is_bald_trigger = yesgame/common/scripted_triggers/20_health_triggers.txt, line 921 (11 lines). No parameters.
is_bald_trigger is a scripted trigger in Crusader Kings III, written at line 921 of its file. It takes no parameters: is_bald_trigger = yes (or no). The game's script calls it in 3 places, among them A Friendly Clamor (event ep3_laamp_flavour_ewan.0051), assign_random_nickname_effect (scripted effect) and set_random_negative_nickname_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/20_health_triggers.txt.
The comment above it in the file
I'm putting this here because I refuse to make a "hair_triggers.txt" file.
What it checks
• 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 (11 lines of game script)
is_bald_trigger = {
OR = {
# As it transpires, we actually cannot use this trigger here.
#has_gene = {
# category = gene_baldness
# template = male_pattern_baldness
#}
has_character_modifier = hajj_halq_modifier
has_character_modifier = shaven_bald_modifier
}
}As written in game/common/scripted_triggers/20_health_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_bald_trigger.
Events (1)
- A Friendly Clamor
ep3_laamp_flavour_ewan.0051
Scripted effects (2)
Source: game/common/scripted_triggers/20_health_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.