Scripted trigger
language_is_shown_trigger
language_is_shown_trigger = { LANGUAGE = … }game/common/scripted_triggers/00_cultural_triggers.txt, line 426 (32 lines). Parameters: $LANGUAGE$.
language_is_shown_trigger is a scripted trigger in Crusader Kings III, written at line 426 of its file. A call passes 1 parameter: LANGUAGE. The game's script calls it in 91 places, among them Ainu (culture), Albanian (culture) and Anglic (culture). Patch 1.20.1.2, from game/common/scripted_triggers/00_cultural_triggers.txt.
The comment above it in the file
Language trigger - Makes languages available when you diverge your culture
What it checks
scope:character:One of these
All of these
exists = var:legendary_culture- var:legendary_culture: Their Culture has the Language Cultural Pillar
or
All of these
- Sub realm county (at least 10%) › Their culture: The Culture has the Language Cultural Pillar
- Any sub realm county:
- Their culture: The Culture has the Language Cultural Pillar
- Any neighboring county › Their culture:
this = scope:character.culture
- Any sub realm county › Their culture:
- The Culture has the Language Cultural Pillar
cultural_acceptance = { target = scope:character.culture value >= 25 }
• 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 (32 lines of game script)
language_is_shown_trigger = {
scope:character = {
OR = {
AND = {
exists = var:legendary_culture
var:legendary_culture = { has_cultural_pillar = $LANGUAGE$ }
}
AND = {
# The target language needs to fulfill ALL of the following:
any_sub_realm_county = { # Language needs to be well-represented within your realm
percent >= 0.1
culture = { has_cultural_pillar = $LANGUAGE$ }
}
any_sub_realm_county = { # Language needs to border your own culture
culture = { has_cultural_pillar = $LANGUAGE$ }
any_neighboring_county = {
culture = { this = scope:character.culture }
}
}
any_sub_realm_county = { # You need a minimum acceptance with any culture speaking the language
culture = {
has_cultural_pillar = $LANGUAGE$
cultural_acceptance = {
target = scope:character.culture
value >= 25
}
}
}
}
}
}
}As written in game/common/scripted_triggers/00_cultural_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls language_is_shown_trigger.
Culture (91)
- Ainu
- Albanian
- Anglic
- Arabic
- Aramaic
- Armenian
85 more
- Asli
- Austronesian
- Ayneha
- Baltic
- Basque
- Berber
- Brythonic
- Burmese
- Carthaginian
- Central Germanic
- Chadic
- Chamic
- Chinese
- Cushitic
- Czech-Slovien
- D'Oc Vulgar
- D'Oïl Vulgar
- Dacian Vulgar
- Dutch
- East Kwa
- East Slavic
- Egyptian
- Ethiopic
- Finnic
- Frankish
- Georgian
- Goidelic
- Greek
- Gur
- Gurjar
- Hebrew
- Hellenic
- High German
- Hmongic
- Hunnic
- Iberian Vulgar
- Iranian
- Italian Vulgar
- Japonic
- Kannada
- Kashmiri
- Koreanic
- Kru
- Kwa
- Latin
- Lechitic
- Magadhi
- Magyar
- Manding
- Marathi
- Mon-Khmer
- Mongolic
- Nivkh
- Norse
- North Dravidian
- Oghur
- Omotic
- Pahari
- Papuan
- Qiangic
- Sabaki
- Sami
- Sardinian Vulgar
- Saxon
- Scythian
- Senegambian
- Serbi
- Shauraseni
- Shaz Turkic
- Sinhalese
- Slavonic
- Soninke
- South Slavic
- Sudanic
- Tai
- Tamil
- Telugu
- Tibetan
- Tocharian
- Tubu
- Tungusic
- Ugro-Permian
- Vietic
- Volga-Finnic
- Vrachada
Source: game/common/scripted_triggers/00_cultural_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.