CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

should_use_amorous_scheme_animation_trigger

should_use_amorous_scheme_animation_trigger = yes

game/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 = seduce
    • or

      scheme_type = elope
    • or

      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)

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.

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