CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

laamp_base_0011_valid_potential_rival_trigger

laamp_base_0011_valid_potential_rival_trigger = yes

game/common/scripted_triggers/00_laamp_triggers.txt, line 617 (6 lines). No parameters.

laamp_base_0011_valid_potential_rival_trigger is a scripted trigger in Crusader Kings III, written at line 617 of its file. It takes no parameters: laamp_base_0011_valid_potential_rival_trigger = yes (or no). The game's script calls it in 2 places, among them Bettering the … Name: Success! (event laamp_base_contract_schemes.0012) and laamp_base_0011_num_removable_potential_rivals_value (script value). Patch 1.20.1.2, from game/common/scripted_triggers/00_laamp_triggers.txt.

The comment above it in the file

Could this potential rival be removed without unexpectedly affecting a player?

What it checks

  • None of these

    • this: Is played by a person

• 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 (6 lines of game script)
laamp_base_0011_valid_potential_rival_trigger = {
	# Exempt players.
	NOT = {
		this = { is_ai = no }
	}
}

As written in game/common/scripted_triggers/00_laamp_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls laamp_base_0011_valid_potential_rival_trigger.

Events (1)

Script values (1)

  • laamp_base_0011_num_removable_potential_rivals_value

Source: game/common/scripted_triggers/00_laamp_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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