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

artifact_use_steppe_building_visuals_trigger

artifact_use_steppe_building_visuals_trigger = yes

game/common/scripted_triggers/00_artifact_triggers.txt, line 469 (3 lines). No parameters.

artifact_use_steppe_building_visuals_trigger is a scripted trigger in Crusader Kings III, written at line 469 of its file. It takes no parameters: artifact_use_steppe_building_visuals_trigger = yes (or no). The game's script calls it in 2 places, among them create_artifact_cabinet_effect (scripted effect) and create_artifact_sculpture_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.

What it checks

  • Their culture:
    • has_building_gfx = steppe_building_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_steppe_building_visuals_trigger = {
	culture ?= { has_building_gfx = steppe_building_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_steppe_building_visuals_trigger.

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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