Scripted trigger · The Northern Lords files
fp1_is_norse
fp1_is_norse = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 55 (6 lines). No parameters.
fp1_is_norse is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 55 of its file. It takes no parameters: fp1_is_norse = yes (or no). The game's script calls it in 9 places, among them Accursed (event fp1_yearly.0111), Leviathan (event fp1_yearly.0651) and Petty Vandalism (event fp1_yearly.0571). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
What it checks
One of these
- Their culture: The Culture has the North Germanic Cultural Pillar
or
Their culture is Norman
• 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_norse = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
culture = culture:norman
}
}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_norse.
Events (4)
- Accursed
fp1_yearly.0111 - Leviathan
fp1_yearly.0651 - Petty Vandalism
fp1_yearly.0571 - Sparklingly Clean
fp1_yearly.1071
Scripted triggers inside an event file (4)
- fp1_0111_discountable_courtier_trigger
- fp1_0111_superstitious_courtier_trigger
- fp1_0111_suspicious_courtier_trigger
- valid_scandinavian_county_for_embark_trigger
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.