Scripted trigger
can_create_empire_faith_gate_trigger
can_create_empire_faith_gate_trigger = yesgame/common/scripted_triggers/00_empire_faith_gate_triggers.txt, line 43 (12 lines). No parameters.
can_create_empire_faith_gate_trigger is a scripted trigger in Crusader Kings III, written at line 43 of its file. It takes no parameters: can_create_empire_faith_gate_trigger = yes (or no). The game's script calls it in 2 places, among them empire_faith_gate_panel_visible (gui) and rule_title_creation_imperial_power_projection_title_creation_trigger (scripted trigger). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_empire_faith_gate_triggers.txt.
The comment above it in the file
Rulers subject to the rule must have an organized faith, and other governments pass
What it checks
If
Then
• 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 (12 lines of game script)
can_create_empire_faith_gate_trigger = {
trigger_if = {
limit = {
empire_faith_gate_enabled_trigger = yes
government_subject_to_faith_empire_trigger = yes
}
custom_tooltip = {
text = empire_faith_gate_organized_faith_required
faith_allows_empire_trigger = yes
}
}
}As written in game/common/scripted_triggers/00_empire_faith_gate_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_create_empire_faith_gate_trigger.
Buttons of the game's windows (scripted GUIs) (1)
- empire_faith_gate_panel_visible
Scripted triggers (1)
Source: game/common/scripted_triggers/00_empire_faith_gate_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.