Scripted trigger
graphical_wilderness_forest_trigger
graphical_wilderness_forest_trigger = yesgame/common/scripted_triggers/00_illustration_triggers.txt, line 106 (6 lines). No parameters.
graphical_wilderness_forest_trigger is a scripted trigger in Crusader Kings III, written at line 106 of its file. It takes no parameters: graphical_wilderness_forest_trigger = yes (or no). The game's script calls it in 37 places, among them Blót (activity), Capital Examination (activity) and Chariot Race (activity). Patch 1.20.1.2, from game/common/scripted_triggers/00_illustration_triggers.txt.
What it checks
One of these
terrain = forestor
terrain = farmlands
• 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)
graphical_wilderness_forest_trigger = {
OR = {
terrain = forest
terrain = farmlands
}
}As written in game/common/scripted_triggers/00_illustration_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls graphical_wilderness_forest_trigger.
Activities (18)
Scripted effects inside an event file (1)
- 4100_save_background_effect
Scripted triggers (1)
Event backgrounds (17)
- Blót
- ep2_activity
- ep2_involved_activity
- Feast
- Grand Rite
- Grand Tour
11 more
- Grand Wedding
- Hunt
- Meet Peers
- Pilgrimage
- Terrain
- terrain_activity
- terrain_scope
- terrain_travel
- wilderness
- wilderness_activity
- wilderness_scope
Source: game/common/scripted_triggers/00_illustration_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.