Scripted trigger
coa_switch_to_norman_trigger
coa_switch_to_norman_trigger = yesgame/common/scripted_triggers/00_coa_triggers.txt, line 101 (10 lines). No parameters.
coa_switch_to_norman_trigger is a scripted trigger in Crusader Kings III, written at line 101 of its file. It takes no parameters: coa_switch_to_norman_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_coa_triggers.txt.
What it checks
- Their holder’s culture:
One of these
has_coa_gfx = english_coa_gfxor
has_coa_gfx = frankish_group_coa_gfxor
has_coa_gfx = latin_group_coa_gfxor
has_coa_gfx = iberian_group_coa_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 (10 lines of game script)
coa_switch_to_norman_trigger = {
holder.culture = {
OR = {
has_coa_gfx = english_coa_gfx
has_coa_gfx = frankish_group_coa_gfx
has_coa_gfx = latin_group_coa_gfx
has_coa_gfx = iberian_group_coa_gfx
}
}
}As written in game/common/scripted_triggers/00_coa_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_coa_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.