Scripted trigger · The Northern Lords files
fp1_achievement_religious_norse_trigger
fp1_achievement_religious_norse_trigger = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 334 (3 lines). No parameters.
fp1_achievement_religious_norse_trigger is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 334 of its file. It takes no parameters: fp1_achievement_religious_norse_trigger = yes (or no). The game's script calls it in 3 places, among them on_game_start_after_lobby (on action), found_witch_coven_decision_effects (scripted effect) and fp1_achievement_culture_plus_religion_norse_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
What it checks
- Their religion is Norse
• 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)
fp1_achievement_religious_norse_trigger = {
religion = religion:germanic_religion
}As written in game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls fp1_achievement_religious_norse_trigger.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Scripted effects (1)
Scripted triggers (1)
Source: game/common/scripted_triggers/01_fp1_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.