Scripted trigger · The Northern Lords files
fp1_valid_county_for_jomsvikings_trigger
fp1_valid_county_for_jomsvikings_trigger = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 298 (18 lines). No parameters.
fp1_valid_county_for_jomsvikings_trigger is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 298 of its file. It takes no parameters: fp1_valid_county_for_jomsvikings_trigger = yes (or no). The game's script calls it in 2 places, among them Forge the Jomsvikings (decision) and forge_the_jomsvikings_scripted_effect (scripted effect). Its body carries 2 texts of the game's own for the player. 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 (18 lines of game script)
fp1_valid_county_for_jomsvikings_trigger = {
tier = tier_county
is_coastal_county = yes
custom_description = {
text = forge_the_jomsvikings_decision.tt.is_in_correct_region
title_province = { geographical_region = dlc_fp1_region_non_scandinavian_southern_baltic }
}
any_county_province = {
custom_description = {
text = forge_the_jomsvikings_decision.tt.empty_castle_or_city
OR = {
has_holding = no
has_holding_type = castle_holding
has_holding_type = city_holding
}
}
}
}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_valid_county_for_jomsvikings_trigger.
Decisions (1)
Scripted effects (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.