Scripted trigger
portrait_should_wield_wooden_sword_trigger
portrait_should_wield_wooden_sword_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 633 (4 lines). No parameters.
portrait_should_wield_wooden_sword_trigger is a scripted trigger in Crusader Kings III, written at line 633 of its file. It takes no parameters: portrait_should_wield_wooden_sword_trigger = yes (or no). The game's script calls it in 2 places, among them duel_celebrate (scripted animations) and duel_wield_weapon (scripted animations). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
What it checks
- Has “signature weapon” (a variable the game's script sets)
- Signature weapon is wooden sword
• 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)
portrait_should_wield_wooden_sword_trigger = {
has_variable = signature_weapon
var:signature_weapon = flag:wooden_sword
}As written in game/common/scripted_triggers/00_artifact_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls portrait_should_wield_wooden_sword_trigger.
Scripted animations (2)
- duel_celebrate
- duel_wield_weapon
Source: game/common/scripted_triggers/00_artifact_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.