Scripted trigger
artifact_feature_animal_lion_trigger
artifact_feature_animal_lion_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 1096 (15 lines). No parameters.
artifact_feature_animal_lion_trigger is a scripted trigger in Crusader Kings III, written at line 1096 of its file. It takes no parameters: artifact_feature_animal_lion_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
The comment above it in the file
lion
What it checks
If
a check the game hides
Then
scope:location:One of these
terrain = forestor
terrain = jungleor
terrain = desertor
terrain = oasisor
terrain = desert_mountains
- Is not in the Europe region
• 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)
artifact_feature_animal_lion_trigger = {
trigger_if = {
limit = { exists = scope:location }
scope:location = {
OR = {
terrain = forest
terrain = jungle
terrain = desert
terrain = oasis
terrain = desert_mountains
}
NOT = { geographical_region = world_europe }
}
}
}As written in game/common/scripted_triggers/00_artifact_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_artifact_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.