Scripted trigger
artifact_feature_wood_ash_trigger
artifact_feature_wood_ash_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 650 (6 lines). No parameters.
artifact_feature_wood_ash_trigger is a scripted trigger in Crusader Kings III, written at line 650 of its file. It takes no parameters: artifact_feature_wood_ash_trigger = yes (or no). The game's script calls it in 3 places, among them bow_wood_ash (artifact), generic_material_wood_ash (artifact) and shaft_wood_ash (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
The comment above it in the file
Found (Almost) Everywhere: ash
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (6 lines of game script)
artifact_feature_wood_ash_trigger = {
exists = scope:wealth
scope:wealth < 50
scope:wealth >= 0
NOT = { artifact_region_trigger = { CHARACTER = scope:owner REGION = material_woods_subsaharan } }
}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_wood_ash_trigger.
Artifacts (3)
- bow_wood_ash
- generic_material_wood_ash
- shaft_wood_ash
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.