Scripted trigger
laamp_base_3001_valid_neighbours_trigger
laamp_base_3001_valid_neighbours_trigger = { EMPLOYER = … }game/common/scripted_triggers/00_laamp_triggers.txt, line 636 (12 lines). Parameters: $EMPLOYER$.
laamp_base_3001_valid_neighbours_trigger is a scripted trigger in Crusader Kings III, written at line 636 of its file. A call passes 1 parameter: EMPLOYER. The game's script calls it in 2 places, among them laamp_base_3001 (contract) and Proactive Reconnaissance (event laamp_base_contract_schemes.3004). Patch 1.20.1.2, from game/common/scripted_triggers/00_laamp_triggers.txt.
What it checks
NOT = { has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = $EMPLOYER$ } }NOT = { is_allied_to = $EMPLOYER$ }NOT = { is_at_war_with = $EMPLOYER$ }- Is an Adult
- Is not incapable
- Is not imprisoned
• 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 (12 lines of game script)
laamp_base_3001_valid_neighbours_trigger = {
NOR = {
# Don't collect intelligence on people we trust.
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = $EMPLOYER$ }
is_allied_to = $EMPLOYER$
# Or on people we're currently at war with — it's a little late for court whispers.
is_at_war_with = $EMPLOYER$
}
is_adult = yes
is_incapable = no
is_imprisoned = 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_3001_valid_neighbours_trigger.
Task contracts (1)
- laamp_base_3001
Events (1)
- Proactive Reconnaissance
laamp_base_contract_schemes.3004
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.