Scripted trigger
is_drylands_or_desert_trigger
is_drylands_or_desert_trigger = yesgame/common/scripted_triggers/00_terrain_triggers.txt, line 43 (9 lines). No parameters.
is_drylands_or_desert_trigger is a scripted trigger in Crusader Kings III, written at line 43 of its file. It takes no parameters: is_drylands_or_desert_trigger = yes (or no). The game's script calls it in 7 places, among them …: the … Grounds (event ep3_laamp_decision_event.1040), …: the Castle (event ep3_laamp_decision_event.1050) and …: the Craftsman District (event ep3_laamp_decision_event.1060). Patch 1.20.1.2, from game/common/scripted_triggers/00_terrain_triggers.txt.
What it checks
One of these
terrain = drylandsor
terrain = steppeor
terrain = desertor
terrain = desert_mountainsor
terrain = oasis
• 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 (9 lines of game script)
is_drylands_or_desert_trigger = {
OR = {
terrain = drylands
terrain = steppe
terrain = desert
terrain = desert_mountains
terrain = oasis
}
}As written in game/common/scripted_triggers/00_terrain_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_drylands_or_desert_trigger.
Events (7)
- …: the … Grounds
ep3_laamp_decision_event.1040 - …: the Castle
ep3_laamp_decision_event.1050 - …: the Craftsman District
ep3_laamp_decision_event.1060 - …: The Weather's Will
ep2_tournament_events.5504 - Danger: Too Bloody Warm
travel_events.4016 - Distant Lands: Arrival
legend_spread_events.8122
1 more
- The … Bridge
travel_events.5100
Source: game/common/scripted_triggers/00_terrain_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.