Scripted trigger
is_nomad
is_nomad = yesgame/common/scripted_triggers/00_available_for_events_triggers.txt, line 870 (4 lines). No parameters.
is_nomad is a scripted trigger in Crusader Kings III, written at line 870 of its file. It takes no parameters: is_nomad = yes (or no). The game's script calls it in 11 places, among them Refill Men-at-Arms (interaction), Towards Greener Pastures (event travel_start_event.1000) and GetCouncilConcept (custom loc). Patch 1.20.1.2, from game/common/scripted_triggers/00_available_for_events_triggers.txt.
The comment above it in the file
This trigger checks if a character is a Nomad
What it checks
- Government is Nomadic
- Is a ruler
• 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 (4 lines of game script)
is_nomad = {
government_has_flag = government_is_nomadic
is_ruler = yes
}As written in game/common/scripted_triggers/00_available_for_events_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_nomad.
Character interactions (1)
- Refill Men-at-Arms
Events (1)
- Towards Greener Pastures
travel_start_event.1000
Customizable localization (7)
- GetCouncilConcept
- GetCouncilConceptNoTooltip
- GetCouncillorConcept
- GetCouncillorKurultaiMember
- GetCouncillorKurultaiMemberPossessive
- GetCouncilWindowTitle
1 more
- GetRealmOrDomicileTooltip
Subject contracts (2)
- Council Rights
- Kurultai Rights
Source: game/common/scripted_triggers/00_available_for_events_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.