Scripted trigger · By God Alone files
pam_negotiate_land_possible_hook_trigger
pam_negotiate_land_possible_hook_trigger = yesgame/common/scripted_triggers/pam_scripted_triggers.txt, line 2488 (7 lines). No parameters.
pam_negotiate_land_possible_hook_trigger is a scripted trigger in Crusader Kings III, in the By God Alone files, written at line 2488 of its file. It takes no parameters: pam_negotiate_land_possible_hook_trigger = yes (or no). The game's script calls it in 3 places, among them Negotiations for … (event pam_interactions_events.0030), pam_available_negotiation_methods_tooltip_effect (scripted effect) and pam_possible_negotiate_land_success_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/pam_scripted_triggers.txt.
What it checks
has_usable_hook = scope:recipient- scope:recipient: Is played by the AI
• 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)
pam_negotiate_land_possible_hook_trigger = {
#Hook
has_usable_hook = scope:recipient
scope:recipient = {
is_ai = yes
}
}As written in game/common/scripted_triggers/pam_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls pam_negotiate_land_possible_hook_trigger.
Source: game/common/scripted_triggers/pam_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.