Scripted trigger · By God Alone files
pam_tenet_can_be_persecuted_trigger
pam_tenet_can_be_persecuted_trigger = yesgame/common/scripted_triggers/pam_scripted_triggers.txt, line 2715 (11 lines). No parameters.
pam_tenet_can_be_persecuted_trigger is a scripted trigger in Crusader Kings III, in the By God Alone files, written at line 2715 of its file. It takes no parameters: pam_tenet_can_be_persecuted_trigger = yes (or no). The game's script calls it in 1 place, among them Persecute Tenet (decision). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/pam_scripted_triggers.txt.
What it checks
- Is your Personal Tenet
• 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 (11 lines of game script)
pam_tenet_can_be_persecuted_trigger = {
save_temporary_scope_as = pam_tenet_candidate
custom_tooltip = {
text = pam_tenet_can_be_persecuted_tt
NOT = {
scope:actor = {
any_personal_tenet = { this = scope:pam_tenet_candidate }
}
}
}
}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_tenet_can_be_persecuted_trigger.
Decisions (1)
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.