Scripted trigger
restore_roman_empire_decision_religion_culture_trigger
restore_roman_empire_decision_religion_culture_trigger = yesgame/common/scripted_triggers/00_major_decision_triggers.txt, line 227 (19 lines). No parameters.
restore_roman_empire_decision_religion_culture_trigger is a scripted trigger in Crusader Kings III, written at line 227 of its file. It takes no parameters: restore_roman_empire_decision_religion_culture_trigger = yes (or no). The game's script calls it in 3 places, among them Restore the Roman Empire (decision), Restore the Roman Empire (decision) and Restore the Roman Empire (decision). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_major_decision_triggers.txt.
What it checks
• 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 (19 lines of game script)
restore_roman_empire_decision_religion_culture_trigger = {
custom_tooltip = {
text = restore_roman_empire_decision_religion_culture_tt
OR = {
religion = {
OR = {
is_in_family = rf_abrahamic
this = religion:hellenism_religion
}
}
culture = {
OR = {
has_cultural_pillar = heritage_latin
has_cultural_pillar = heritage_byzantine
}
}
}
}
}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 restore_roman_empire_decision_religion_culture_trigger.
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.