Scripted trigger
broadly_japanese_island_heritage_trigger
broadly_japanese_island_heritage_trigger = yesgame/common/scripted_triggers/00_religious_triggers.txt, line 2302 (8 lines). No parameters.
broadly_japanese_island_heritage_trigger is a scripted trigger in Crusader Kings III, written at line 2302 of its file. It takes no parameters: broadly_japanese_island_heritage_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_religious_triggers.txt.
What it checks
- Their culture:
One of these
- The Culture has the Japonic Cultural Pillar
or
The Culture has the Ainuic Cultural Pillar
• 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 (8 lines of game script)
broadly_japanese_island_heritage_trigger = {
culture = {
OR = {
has_cultural_pillar = heritage_japonic
has_cultural_pillar = heritage_ainuic
}
}
}As written in game/common/scripted_triggers/00_religious_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_religious_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.