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

artifact_feature_pattern_religious_symbol_trigger

artifact_feature_pattern_religious_symbol_trigger = yes

game/common/scripted_triggers/00_artifact_triggers.txt, line 1299 (21 lines). No parameters.

artifact_feature_pattern_religious_symbol_trigger is a scripted trigger in Crusader Kings III, written at line 1299 of its file. It takes no parameters: artifact_feature_pattern_religious_symbol_trigger = yes (or no). The game's script calls it in 1 place, among them decoration_pattern_religious_symbol (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.

The comment above it in the file

pattern_religious_symbol

What it checks

  • If

    • scope:newly_created_artifact:
      • artifact_type = book

    Then

    • scope:newly_created_artifact:
      • NOT = { artifact_owner = { has_variable = religious_text } }
      • One of these

        • has_artifact_feature = book_subject_learning
        • or

          has_artifact_feature = book_subject_mystic
  • 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 (21 lines of game script)
artifact_feature_pattern_religious_symbol_trigger = {
	trigger_if = {
		limit = {
			exists = scope:newly_created_artifact
			scope:newly_created_artifact = { artifact_type = book }
		}
		scope:newly_created_artifact = {
			NOT = { artifact_owner = { has_variable = religious_text } } # avoid random religious features on specific religious texts
			OR = {
				has_artifact_feature = book_subject_learning
				has_artifact_feature = book_subject_mystic
			}
		}
	}
	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_religious_symbol_trigger.

Artifacts (1)

  • decoration_pattern_religious_symbol

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.

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