Scripted trigger
laamp_base_0011_valid_potential_rival_trigger
laamp_base_0011_valid_potential_rival_trigger = yesgame/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)
- Bettering the … Name: Success!
laamp_base_contract_schemes.0012
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.