Scripted trigger
artifact_feature_earthware_stone_trigger
artifact_feature_earthware_stone_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 1602 (16 lines). No parameters.
artifact_feature_earthware_stone_trigger is a scripted trigger in Crusader Kings III, written at line 1602 of its file. It takes no parameters: artifact_feature_earthware_stone_trigger = yes (or no). The game's script calls it in 1 place, among them generic_material_earthware_stone (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
The comment above it in the file
stone
What it checks
Otherwise
- Never
If
a check the game hides
Then
scope:wealth < 80
Otherwise
always = yes
• 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 (16 lines of game script)
artifact_feature_earthware_stone_trigger = {
trigger_if = {
limit = { exists = scope:potter }
scope:potter.culture = { has_cultural_pillar = heritage_chinese }
}
trigger_else = {
always = no
}
trigger_if = {
limit = { exists = scope:wealth }
scope:wealth < 80
}
trigger_else = {
always = yes
}
}As written in game/common/scripted_triggers/00_artifact_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls artifact_feature_earthware_stone_trigger.
Artifacts (1)
- generic_material_earthware_stone
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.