CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

has_graphical_african_culture_group_trigger

has_graphical_african_culture_group_trigger = yes

game/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)

4 more

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.

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