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

spymaster_task_find_secrets_suitable_major_secret_trigger

spymaster_task_find_secrets_suitable_major_secret_trigger = yes

game/common/scripted_triggers/00_councillor_triggers.txt, line 876 (14 lines). No parameters.

spymaster_task_find_secrets_suitable_major_secret_trigger is a scripted trigger in Crusader Kings III, written at line 876 of its file. It takes no parameters: spymaster_task_find_secrets_suitable_major_secret_trigger = yes (or no). The game's script calls it in 5 places, among them laamp_extra_contract_schemes.0021 (event), scheme_critical_moments.8069 (event) and spymaster_task.0302 (event). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.

What it checks

• 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 (14 lines of game script)
spymaster_task_find_secrets_suitable_major_secret_trigger = {
	is_criminal_for = secret_owner
	NOT = { is_known_by = scope:councillor_liege }
	spymaster_task_find_secrets_block_spymaster_self_reveal_trigger = yes
	NOT = {
		any_secret_participant = {
			OR = {
				this = scope:councillor
				this = scope:councillor_liege
			}
		}
	}
	spymaster_task_find_secrets_interesting_secret_type_trigger = yes
}

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_task_find_secrets_suitable_major_secret_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.

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