Scripted trigger · The Northern Lords files
fp1_ruler_eligible_for_jomsviking_coup
fp1_ruler_eligible_for_jomsviking_coup = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 345 (17 lines). No parameters.
fp1_ruler_eligible_for_jomsviking_coup is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 345 of its file. It takes no parameters: fp1_ruler_eligible_for_jomsviking_coup = yes (or no). The game's script calls it in 2 places, among them fp1_jomsvikings.1011 (event) and yearly_global_pulse (on action). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
The comment above it in the file
Jomsviking Triggers
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 (17 lines of game script)
fp1_ruler_eligible_for_jomsviking_coup = {
# We never want to coup realms with players who might be affected, so just flat-out ban them.
NOR = {
is_ai = no
any_vassal_or_below = { is_ai = no }
any_liege_or_above = { is_ai = no }
}
# And anyone that's close family to/married to a player.
NOR = {
any_spouse = { is_ai = no }
any_close_or_extended_family_member = { is_ai = no }
}
# Veto anyone following the unreformed Norse pagan faith.
NOT = { faith = faith:norse_pagan }
# For simplicity, exclude wars.
is_at_war = no
}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_ruler_eligible_for_jomsviking_coup.
Events (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.