Scripted trigger
artifact_needs_material_wire_trigger
artifact_needs_material_wire_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 278 (23 lines). No parameters.
artifact_needs_material_wire_trigger is a scripted trigger in Crusader Kings III, written at line 278 of its file. It takes no parameters: artifact_needs_material_wire_trigger = yes (or no). The game's script calls it in 1 place, among them get_artifact_feature_references_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
What it checks
One of these
has_artifact_feature = hilt_decoration_wiresor
has_artifact_feature = hilt_decoration_filigreeor
has_artifact_feature = hilt_decoration_circlesor
has_artifact_feature = armor_decoration_liningor
has_artifact_feature = armor_decoration_embossedor
has_artifact_feature = armor_decoration_grouped_rivetsor
has_artifact_feature = ring_centerpiece_signetor
has_artifact_feature = ring_centerpiece_religiousor
has_artifact_feature = ring_adornment_runesor
artifact_type = necklaceor
artifact_type = necklace_pedestal
• 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 (23 lines of game script)
artifact_needs_material_wire_trigger = {
# Check if one of our artifact features needs a material reference for precious metal wire or other jewelery-like fastenings
OR = {
# Weapons
has_artifact_feature = hilt_decoration_wires
has_artifact_feature = hilt_decoration_filigree
has_artifact_feature = hilt_decoration_circles
# Armor
has_artifact_feature = armor_decoration_lining
has_artifact_feature = armor_decoration_embossed
has_artifact_feature = armor_decoration_grouped_rivets
# Ring
has_artifact_feature = ring_centerpiece_signet
has_artifact_feature = ring_centerpiece_religious
has_artifact_feature = ring_adornment_runes
# Necklace
artifact_type = necklace
artifact_type = necklace_pedestal
}
}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_needs_material_wire_trigger.
Scripted effects (1)
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.