Scripted trigger
scheme_apa_apply_positive_progress_trigger
scheme_apa_apply_positive_progress_trigger = yesgame/common/scripted_triggers/00_scheme_triggers.txt, line 731 (5 lines). No parameters.
scheme_apa_apply_positive_progress_trigger is a scripted trigger in Crusader Kings III, written at line 731 of its file. It takes no parameters: scheme_apa_apply_positive_progress_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
What it checks
- Does not have “scheme pulse action on cooldown” (a variable the game's script sets)
- Scheme duration days at least 365
• 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 (5 lines of game script)
scheme_apa_apply_positive_progress_trigger = {
NOT = { has_variable = scheme_pulse_action_on_cooldown }
# How many days in before we want to allow progress gains?
scheme_duration_days >= 365
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_scheme_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.