Scripted trigger
playable_relative_trigger
playable_relative_trigger = yesgame/common/scripted_triggers/00_laamp_triggers.txt, line 261 (7 lines). No parameters.
playable_relative_trigger is a scripted trigger in Crusader Kings III, written at line 261 of its file. It takes no parameters: playable_relative_trigger = yes (or no). The game's script calls it in 7 places, among them From Riches to Rags (event ep3_laamps.0040), Once and Former … (event ep3_laamps.0001) and Once and Former … (event ep3_laamps.0004). Patch 1.20.1.2, from game/common/scripted_triggers/00_laamp_triggers.txt.
What it checks
- Is available
house = root.house
• 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)
playable_relative_trigger = {
is_available_quick = {
ai = yes
advanced_ruler = yes
}
house = root.house
}As written in game/common/scripted_triggers/00_laamp_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls playable_relative_trigger.
Events (6)
- From Riches to Rags
ep3_laamps.0040 - Once and Former …
ep3_laamps.0001 - Once and Former …
ep3_laamps.0004 - Once and Former …
ep3_laamps.0005 - The … Exile
ep3_laamps.0020 - The … Exile
grand_ambitions.0003
Scripted effects (1)
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.