Scripted trigger
spymaster_find_secrets_secret_holder_is_interesting_to_me_trigger
spymaster_find_secrets_secret_holder_is_interesting_to_me_trigger = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 945 (15 lines). No parameters.
spymaster_find_secrets_secret_holder_is_interesting_to_me_trigger is a scripted trigger in Crusader Kings III, written at line 945 of its file. It takes no parameters: spymaster_find_secrets_secret_holder_is_interesting_to_me_trigger = yes (or no). The game's script calls it in 6 places, among them laamp_extra_contract_schemes.0020 (event), laamp_extra_contract_schemes.0021 (event) and scheme_critical_moments.8068 (event). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
scope:secret_holder:One of these
- Is a ruler
or
is_close_or_extended_family_of = scope:meor
is_courtier_of = scope:meor
has_relation_rival = scope:meor
has_relation_lover = scope:meor
is_player_heir_of = scope:me
• 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 (15 lines of game script)
spymaster_find_secrets_secret_holder_is_interesting_to_me_trigger = {
scope:councillor_liege = {
save_temporary_scope_as = me
}
scope:secret_holder ?= {
OR = {
is_ruler = yes
is_close_or_extended_family_of = scope:me
is_courtier_of = scope:me
has_relation_rival = scope:me
has_relation_lover = scope:me
is_player_heir_of = scope:me
}
}
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls spymaster_find_secrets_secret_holder_is_interesting_to_me_trigger.
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.