Scripted trigger
artifact_feature_wood_sycomore_trigger
artifact_feature_wood_sycomore_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 721 (5 lines). No parameters.
artifact_feature_wood_sycomore_trigger is a scripted trigger in Crusader Kings III, written at line 721 of its file. It takes no parameters: artifact_feature_wood_sycomore_trigger = yes (or no). The game's script calls it in 2 places, among them generic_material_wood_sycomore (artifact) and shaft_wood_sycomore (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
The comment above it in the file
sycomore
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (5 lines of game script)
artifact_feature_wood_sycomore_trigger = {
exists = scope:wealth
artifact_value_trigger = { VALUE = scope:wealth MIN = 30 MAX = 80 }
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_sycomore_trigger.
Artifacts (2)
- generic_material_wood_sycomore
- shaft_wood_sycomore
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.