Scripted trigger
send_poem_positive_poem_lock_trigger
send_poem_positive_poem_lock_trigger = yesgame/common/scripted_triggers/00_interaction_triggers.txt, line 285 (7 lines). No parameters.
send_poem_positive_poem_lock_trigger is a scripted trigger in Crusader Kings III, written at line 285 of its file. It takes no parameters: send_poem_positive_poem_lock_trigger = yes (or no). The game's script calls it in 1 place, among them Send Poem (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_interaction_triggers.txt.
What it checks
One of these
- Is played by a person
or
NOT = { has_relation_rival = scope:recipient }or
NOT = { has_relation_nemesis = scope:recipient }
• 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)
send_poem_positive_poem_lock_trigger = {
OR = {
is_ai = no
NOT = { has_relation_rival = scope:recipient }
NOT = { has_relation_nemesis = scope:recipient }
}
}As written in game/common/scripted_triggers/00_interaction_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls send_poem_positive_poem_lock_trigger.
Character interactions (1)
Source: game/common/scripted_triggers/00_interaction_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.