Scripted trigger
is_travelling_at_activity
is_travelling_at_activity = yesgame/common/scripted_triggers/00_travel_triggers.txt, line 233 (7 lines). No parameters.
is_travelling_at_activity is a scripted trigger in Crusader Kings III, written at line 233 of its file. It takes no parameters: is_travelling_at_activity = yes (or no). The game's script calls it in 4 places, among them Sway: A Misunderstanding (event sway_outcome.2001), Sway: An Opportunity (event sway_outcome.1001) and Sway: Nefarious Plotting (event sway_outcome.2002). Patch 1.20.1.2, from game/common/scripted_triggers/00_travel_triggers.txt.
The comment above it in the file
Checks that a character is traveling, but currently at an activity and not actually moving around the map
What it checks
- Is traveling
If
a check the game hides
Then
NOT = { has_activity_state = travel }
• 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 (7 lines of game script)
is_travelling_at_activity = {
is_travelling = yes
trigger_if = {
limit = { exists = involved_activity }
NOT = { has_activity_state = travel }
}
}As written in game/common/scripted_triggers/00_travel_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_travelling_at_activity.
Events (4)
- Sway: A Misunderstanding
sway_outcome.2001 - Sway: An Opportunity
sway_outcome.1001 - Sway: Nefarious Plotting
sway_outcome.2002 - Sway: Pushing Luck
sway_outcome.1003
Source: game/common/scripted_triggers/00_travel_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.