Scripted trigger
should_use_amorous_scheme_animation_trigger
should_use_amorous_scheme_animation_trigger = yesgame/common/scripted_triggers/00_scheme_triggers.txt, line 638 (7 lines). No parameters.
should_use_amorous_scheme_animation_trigger is a scripted trigger in Crusader Kings III, written at line 638 of its file. It takes no parameters: should_use_amorous_scheme_animation_trigger = yes (or no). The game's script calls it in 3 places, among them Conclude … (event scheme_critical_moments.0001), Conclude … (event scheme_critical_moments.0002) and scheme_prep_pick_best_stance (scripted animations). Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.
What it checks
One of these
scheme_type = seduceor
scheme_type = elopeor
scheme_type = courting
• 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)
should_use_amorous_scheme_animation_trigger = {
OR = {
scheme_type = seduce
scheme_type = elope
scheme_type = courting
}
}As written in game/common/scripted_triggers/00_scheme_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls should_use_amorous_scheme_animation_trigger.
Events (2)
- Conclude …
scheme_critical_moments.0001 - Conclude …
scheme_critical_moments.0002
Scripted animations (1)
- scheme_prep_pick_best_stance
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.