Scripted trigger
negotiate_the_danelaw_norse_side_trigger
negotiate_the_danelaw_norse_side_trigger = yesgame/common/scripted_triggers/00_major_decision_triggers.txt, line 77 (7 lines). No parameters.
negotiate_the_danelaw_norse_side_trigger is a scripted trigger in Crusader Kings III, written at line 77 of its file. It takes no parameters: negotiate_the_danelaw_norse_side_trigger = yes (or no). The game's script calls it in 5 places, among them An Unthinkable Bargain (event british_isles.1011), An Unthinkable Bargain (event british_isles.1021) and negotiate_the_danelaw_accept_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_major_decision_triggers.txt.
What it checks
One of these
- Their culture: The Culture has the North Germanic Cultural Pillar
or
Their culture is Normanor
Their religion is Norse
• 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 (7 lines of game script)
negotiate_the_danelaw_norse_side_trigger = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
culture = culture:norman
religion = religion:germanic_religion
}
}As written in game/common/scripted_triggers/00_major_decision_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls negotiate_the_danelaw_norse_side_trigger.
Events (2)
- An Unthinkable Bargain
british_isles.1011 - An Unthinkable Bargain
british_isles.1021
Scripted effects (1)
Source: game/common/scripted_triggers/00_major_decision_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.