CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted trigger · The Northern Lords files

fp1_is_coastal_norse_tribal

fp1_is_coastal_norse_tribal = yes

game/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

• 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.

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.

Spotted a mistake on this page?