Scripted trigger
artifact_use_japanese_unit_visuals_trigger
artifact_use_japanese_unit_visuals_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 394 (3 lines). No parameters.
artifact_use_japanese_unit_visuals_trigger is a scripted trigger in Crusader Kings III, written at line 394 of its file. It takes no parameters: artifact_use_japanese_unit_visuals_trigger = yes (or no). The game's script calls it in 2 places, among them Crown (artifact) and crown_court (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
What it checks
- Their culture:
has_unit_gfx = japanese_unit_gfx
• 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 (3 lines of game script)
artifact_use_japanese_unit_visuals_trigger = {
culture ?= { has_unit_gfx = japanese_unit_gfx }
}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_use_japanese_unit_visuals_trigger.
Artifacts (2)
- Crown
- crown_court
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.