Scripted trigger
scheme_generic_ai_blocker_trigger
scheme_generic_ai_blocker_trigger = yesgame/common/scripted_triggers/00_scheme_triggers.txt, line 971 (14 lines). No parameters.
scheme_generic_ai_blocker_trigger is a scripted trigger in Crusader Kings III, written at line 971 of its file. It takes no parameters: scheme_generic_ai_blocker_trigger = yes (or no). The game's script calls it in 8 places, among them Elope (Scheme) (interaction), Learn Language (Scheme) (interaction) and Mentor in Governance (Scheme) (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
What it checks
- Any scheme:
One of these
scheme_type = befriendor
scheme_type = swayor
scheme_type = seduceor
scheme_type = courtingor
scheme_type = elopeor
scheme_type = learn_languageor
scheme_type = teach_governoror
scheme_type = study_faith
• 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 (14 lines of game script)
scheme_generic_ai_blocker_trigger = {
any_scheme = {
OR = {
scheme_type = befriend
scheme_type = sway
scheme_type = seduce
scheme_type = courting
scheme_type = elope
scheme_type = learn_language
scheme_type = teach_governor
scheme_type = study_faith
}
}
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls scheme_generic_ai_blocker_trigger.
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.