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

artifact_feature_wood_pine_trigger

artifact_feature_wood_pine_trigger = yes

game/common/scripted_triggers/00_artifact_triggers.txt, line 665 (10 lines). No parameters.

artifact_feature_wood_pine_trigger is a scripted trigger in Crusader Kings III, written at line 665 of its file. It takes no parameters: artifact_feature_wood_pine_trigger = yes (or no). The game's script calls it in 2 places, among them generic_material_wood_pine (artifact) and shaft_wood_pine (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.

The comment above it in the file

Widespread Regional Woods - Europe/MENA:
pine

What it checks

• 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 (10 lines of game script)
artifact_feature_wood_pine_trigger = {
	trigger_if = { 
		limit = { exists = scope:wealth }
		artifact_value_trigger = { VALUE = scope:wealth MIN = 0 MAX = 50 }
	}
	trigger_else = {
		always = yes
	}
	artifact_region_trigger = { CHARACTER = scope:owner REGION = material_woods_pine_and_fir }
}

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_pine_trigger.

Artifacts (2)

  • generic_material_wood_pine
  • shaft_wood_pine

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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