Scripted trigger · The Northern Lords files
fp1_is_coastal_norse_tribal
fp1_is_coastal_norse_tribal = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 67 (6 lines). No parameters.
fp1_is_coastal_norse_tribal is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 67 of its file. It takes no parameters: fp1_is_coastal_norse_tribal = yes (or no). The game's script calls it in 5 places, among them A Vessel fit for a … (event fp1_yearly.0091), fp1_yearly.0622 (event) and fp1_yearly.0632 (event). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
What it checks
fp1_is_norse_tribal = yes- Any sub realm county: Is coastal County
• 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 (6 lines of game script)
fp1_is_coastal_norse_tribal = {
# Standard checks.
fp1_is_norse_tribal = yes
# Do you have a relevant coastal county somewhere?
any_sub_realm_county = { is_coastal_county = yes }
}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_is_coastal_norse_tribal.
Events (5)
- A Vessel fit for a …
fp1_yearly.0091 - fp1_yearly.0622
- fp1_yearly.0632
- Out for a Sail
fp1_yearly.0501 - Why Can't I Come?
fp1_yearly.0681
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.