Scripted trigger
add_random_building_trigger
add_random_building_trigger = { BUILDING = … }game/common/scripted_triggers/00_building_requirement_triggers.txt, line 744 (13 lines). Parameters: $BUILDING$.
add_random_building_trigger is a scripted trigger in Crusader Kings III, written at line 744 of its file. A call passes 1 parameter: BUILDING. The game's script calls it in 1 place, among them add_random_building_variable_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
The comment above it in the file
can this building be added?
What it checks
building_$BUILDING$_requirement_terrain = yesIf
free_building_slots = 0
Then
has_building_or_higher = $BUILDING$_01NOT = { has_lesser_building_trigger = { COMPARE = $BUILDING$ } }
Otherwise
NOT = { has_building_or_higher = $BUILDING$_01 }
• 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 (13 lines of game script)
add_random_building_trigger = {
building_$BUILDING$_requirement_terrain = yes # terrain fits building type
trigger_if = { # if all slots are full, this building type exists already
limit = { free_building_slots = 0 }
has_building_or_higher = $BUILDING$_01
NOT = {
has_lesser_building_trigger = { COMPARE = $BUILDING$ }
}
}
trigger_else = {
NOT = { has_building_or_higher = $BUILDING$_01 }
}
}As written in game/common/scripted_triggers/00_building_requirement_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_random_building_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/00_building_requirement_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.