Scripted trigger
has_graphical_african_culture_group_trigger
has_graphical_african_culture_group_trigger = yesgame/common/scripted_triggers/00_illustration_triggers.txt, line 54 (3 lines). No parameters.
has_graphical_african_culture_group_trigger is a scripted trigger in Crusader Kings III, written at line 54 of its file. It takes no parameters: has_graphical_african_culture_group_trigger = yes (or no). The game's script calls it in 170 places, among them Blót (activity), Feast (activity) and Funeral (activity). Patch 1.20.1.2, from game/common/scripted_triggers/00_illustration_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (3 lines of game script)
has_graphical_african_culture_group_trigger = {
has_building_gfx = african_building_gfx
}As written in game/common/scripted_triggers/00_illustration_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_graphical_african_culture_group_trigger — the first 120 of 170.
Events (10)
- Bottoms Up!
trait_specific.7001 - Fled Before the Blade
ep3_interactions_events.0031 - Pickled: Bad Habits
harm.0622 - Recall, You Are Byzantine!
ep3_frankokratia_events.0090 - Ruling Rightly
bp2_yearly.0601 - The Great, Limp Purse
ach_yearly_events.1004
4 more
- The Heart of …
ep3_governor_yearly.3090 - The Mad Prophet
governor_contract_event.2091 - The Wedding Ceremony
ep2_wedding.0150 - The Wedding Ceremony
ep2_wedding.0151
Scripted triggers (2)
Customizable localization (1)
- GetRegionalSword
Activities (1)
- Artisan Quarters
Domiciles (86)
- barracks_01
- barracks_02
- barracks_03
- barracks_04
- barracks_05
- barracks_06
80 more
- camel_pasture_04
- camel_pasture_05
- camel_pasture_06
- camp
- camp_main_01
- camp_main_02
- camp_main_03
- camp_main_04
- elephant_pasture_04
- elephant_pasture_05
- elephant_pasture_06
- estate_main_01
- estate_main_02
- estate_main_03
- estate_main_04
- estate_main_05
- garden_01
- garden_02
- garden_03
- garden_fruit_04
- garden_fruit_05
- garden_fruit_06
- garden_leisure_04
- garden_leisure_05
- garden_leisure_06
- grain_field_01
- grain_field_02
- grain_field_03
- grain_field_04
- grain_field_05
- grain_field_06
- grazing_land_01
- grazing_land_02
- grazing_land_03
- grazing_land_04
- grazing_land_05
- grazing_land_06
- guardhouse_01
- guardhouse_02
- guardhouse_03
- guardhouse_04
- horse_pasture_04
- horse_pasture_05
- horse_pasture_06
- market_01
- market_02
- market_03
- market_04
- market_05
- market_06
- olive_01
- olive_02
- olive_03
- olive_04
- olive_05
- olive_06
- rice_field_01
- rice_field_02
- rice_field_03
- rice_field_04
- rice_field_05
- rice_field_06
- stable_01
- stable_02
- stable_03
- stable_chariot_04
- stable_chariot_05
- stable_chariot_06
- stable_grand_04
- stable_grand_05
- stable_grand_06
- stable_kennel_04
- stable_kennel_05
- stable_kennel_06
- storage_01
- storage_02
- storage_granary_03
- storage_granary_04
- storage_warehouse_03
- storage_warehouse_04
Event backgrounds (11)
- ce1_fullscreen_apocalyptic
- council_chamber
- ep2_activity
- ep2_involved_activity
- ep2_wedding_ceremony
- estate
5 more
- Grand Wedding
- location_study
- physicians_study
- relaxing_room
- relaxing_room_scope
Event themes (1)
- legend_terrain
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.