Scripted trigger · The Northern Lords files
fp1_jomsvikings_have_not_existed_trigger
fp1_jomsvikings_have_not_existed_trigger = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 284 (13 lines). No parameters.
fp1_jomsvikings_have_not_existed_trigger is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 284 of its file. It takes no parameters: fp1_jomsvikings_have_not_existed_trigger = yes (or no). The game's script calls it in 2 places, among them Forge the Jomsvikings (decision) and yearly_global_pulse (on action). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (13 lines of game script)
fp1_jomsvikings_have_not_existed_trigger = {
# They've already been destroyed in 1066.
game_start_date < 1000.1.1
NOR = {
# And otherwise can't currently be created.
exists = global_var:jomsvikings_title
# Nor should they have been made via decision or event.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_forged_jomvikings
}
}
}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_jomsvikings_have_not_existed_trigger.
Decisions (1)
On actions (the game's own hooks) (1)
- yearly_global_pulse
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.