trigger · hidden_trigger
Definition
- Supported scope:
STATE,COUNTRY,CHARACTER,COMBATANT,ACE,STRATEGIC_REGION,OPERATION,INDUSTRIAL_ORG,PURCHASE_CONTRACT,RAID_INSTANCE,SPECIAL_PROJECT,FACTION - Supported target:
THIS,ROOT,PREV,FROM,OWNER,CONTROLLER,OCCUPIED,CAPITAL
Description
A hidden trigger, that will not be displayed in the tooltip.
The trigger can still be evaluate when generating a tooltip.
This might be required in the following cases:
* The trigger has a side effect (e.g. temporary variables).
* The trigger uses random numbers (e.g. acts on a random state)
There are three possible evaluation techniques to use when computing tooltips for
hidden_triggers:
* `eval` - Standard evalulation of the trigger.
This is most likely what you need if you have a trigger that has side effects or random parts.
* `no_eval` - If you have no random parts or side effects, then this will give you a slightly faster computation of the tooltip.
* `legacy` - Previous behaviour that is similar to `eval` but a lot less predictable.
Using this explicitly is very likely a bug.
#### Examples
hidden_trigger = { tooltip_evaluation = eval set_temp_variable = { unlock_compare = 0 } all_collection_elements = { collection = { input = game:scope operators = { faction_members } } add_to_temp_variable = { unlock_compare = num_armies } } }
hidden_trigger = { tooltip_evaluation = no_eval add_political_power = 10 }