Scripted trigger
artifact_feature_pattern_religion_trigger
artifact_feature_pattern_religion_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 1262 (15 lines). No parameters.
artifact_feature_pattern_religion_trigger is a scripted trigger in Crusader Kings III, written at line 1262 of its file. It takes no parameters: artifact_feature_pattern_religion_trigger = yes (or no). The game's script calls it in 1 place, among them decoration_pattern_religion (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
The comment above it in the file
religion
What it checks
If
scope:newly_created_artifact:artifact_type = book
Then
scope:newly_created_artifact:has_artifact_feature = book_subject_learning
scope:owner:None of these
- Their rite: The rite has the tenet Aniconism
- Their religion is Islam
• 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_pattern_religion_trigger = {
trigger_if = {
limit = {
exists = scope:newly_created_artifact
scope:newly_created_artifact = { artifact_type = book }
}
scope:newly_created_artifact = { has_artifact_feature = book_subject_learning }
}
scope:owner = {
NOR = {
rite = { rite_has_tenet = tenet_aniconism }
faith.religion = religion:islam_religion
}
}
}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_pattern_religion_trigger.
Artifacts (1)
- decoration_pattern_religion
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.