Scripted trigger · The Northern Lords files
fp1_can_raise_stele_trigger
fp1_can_raise_stele_trigger = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 16 (9 lines). No parameters.
fp1_can_raise_stele_trigger is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 16 of its file. It takes no parameters: fp1_can_raise_stele_trigger = yes (or no). The game's script calls it in 6 places, among them Raise a Runestone (decision), Raise Runestone (decision) and religious_decision.0311 (event). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
What it checks
- Their culture:
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
• 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 (9 lines of game script)
fp1_can_raise_stele_trigger = {
OR = {
culture = { has_cultural_parameter = has_access_to_runestones }
has_character_modifier = embraced_local_traditions_modifier
}
culture = {
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}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_can_raise_stele_trigger.
Decisions (2)
Events (1)
On actions (the game's own hooks) (1)
- on_rank_up
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.