Scripted trigger
culture_has_improved_crossbowmen
culture_has_improved_crossbowmen = yesgame/common/scripted_triggers/00_cultural_triggers.txt, line 254 (5 lines). No parameters.
culture_has_improved_crossbowmen is a scripted trigger in Crusader Kings III, written at line 254 of its file. It takes no parameters: culture_has_improved_crossbowmen = yes (or no). The game's script calls it in 2 places, among them culture_matches_accolade_specialization_trigger (scripted trigger) and culture_ai_weight_crossbowmen (script value). Patch 1.20.1.2, from game/common/scripted_triggers/00_cultural_triggers.txt.
What it checks
One of these
has_innovation = innovation_repeating_crossbow
• 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 (5 lines of game script)
culture_has_improved_crossbowmen = {
OR = {
has_innovation = innovation_repeating_crossbow #Chu-ko-nu Archers
}
}As written in game/common/scripted_triggers/00_cultural_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls culture_has_improved_crossbowmen.
Scripted triggers (1)
Script values (1)
- culture_ai_weight_crossbowmen
Source: game/common/scripted_triggers/00_cultural_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.