Scripted trigger
show_me_exposed_secret_event_trigger
show_me_exposed_secret_event_trigger = { CHARACTER = … SECRET = … }game/common/scripted_triggers/00_secret_triggers.txt, line 237 (22 lines). Parameters: $CHARACTER$, $SECRET$.
show_me_exposed_secret_event_trigger is a scripted trigger in Crusader Kings III, written at line 237 of its file. A call passes 2 parameters: CHARACTER and SECRET. The game's script calls it in 3 places, among them save_extra_bastard_list_targets_for_secret_exposure_events_effect (scripted effect), save_list_targets_for_secret_exposure_events_effect (scripted effect) and show_me_exposed_secret_feed_message_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_secret_triggers.txt.
What it checks
expose_secret_scope_saving_trigger = { SECRET = $SECRET$ CHARACTER = $CHARACTER$ }block_exposed_secret_general_notifications = noOne of these
is_spouse_of_even_if_dead = scope:exposed_secret_characteror
is_close_family_of = scope:exposed_secret_characteror
All of these
exists = scope:exposed_secret_character.player_heirscope:exposed_secret_character:player_heir = scope:show_me
or
All of these
scope:exposed_secret_character:exists = liege
scope:exposed_secret_character:liege = scope:show_me
or
All of these
$SECRET$ = { secret_type = secret_disputed_heritage }exists = scope:fatherthis = scope:father
• 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 (22 lines of game script)
show_me_exposed_secret_event_trigger = {
expose_secret_scope_saving_trigger = { SECRET = $SECRET$ CHARACTER = $CHARACTER$ } #Saves show_me, exposed_secret_character, exposed_secret_owner & exposed_secret_target
block_exposed_secret_general_notifications = no #Isn't the owner/target/exposer or other involved character
#Is someone who cares
OR = {
is_spouse_of_even_if_dead = scope:exposed_secret_character
is_close_family_of = scope:exposed_secret_character
AND = {
exists = scope:exposed_secret_character.player_heir
scope:exposed_secret_character = { player_heir = scope:show_me }
}
AND = {
scope:exposed_secret_character = { exists = liege }
scope:exposed_secret_character = { liege = scope:show_me }
}
AND = { #For bastards, fathers also care
$SECRET$ = { secret_type = secret_disputed_heritage }
exists = scope:father
this = scope:father
}
}
}As written in game/common/scripted_triggers/00_secret_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls show_me_exposed_secret_event_trigger.
Scripted effects (2)
Scripted triggers (1)
Source: game/common/scripted_triggers/00_secret_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.