Scripted trigger
sword_could_be_longsword_trigger
sword_could_be_longsword_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 2367 (19 lines). No parameters.
sword_could_be_longsword_trigger is a scripted trigger in Crusader Kings III, written at line 2367 of its file. It takes no parameters: sword_could_be_longsword_trigger = yes (or no). The game's script calls it in 1 place, among them create_artifact_weapon_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
What it checks
If a check the game hides passes: the same again (2 lines)
scope:artifact.creator.culture:has_unit_gfx = western_unit_gfxhas_cultural_era_or_later = culture_era_late_medieval
Else if a check the game hides passes: the same again (2 lines)
- Their culture:
has_unit_gfx = western_unit_gfxhas_cultural_era_or_later = culture_era_late_medieval
Otherwise
- Never
• 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)
sword_could_be_longsword_trigger = {
trigger_if = {
limit = { exists = scope:artifact.creator.culture }
scope:artifact.creator.culture = {
has_unit_gfx = western_unit_gfx
has_cultural_era_or_later = culture_era_late_medieval
}
}
trigger_else_if = { #If the creator is not found we use the owner. Often this would be if the creator is a dummy, which has no culture
limit = { exists = culture }
culture = {
has_unit_gfx = western_unit_gfx
has_cultural_era_or_later = culture_era_late_medieval
}
}
trigger_else = {
always = no #We should never get here as all created artifacts should have an owner.
}
}As written in game/common/scripted_triggers/00_artifact_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls sword_could_be_longsword_trigger.
Scripted effects (1)
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.