Scripted trigger
building_murex_farm_requirement_terrain
building_murex_farm_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 959 (9 lines). No parameters.
building_murex_farm_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 959 of its file. It takes no parameters: building_murex_farm_requirement_terrain = yes (or no). The game's script calls it in 9 places, among them Drying Flats (building), Dye Distillery (building) and Imperial Textile Workshop (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
- This is the County Capital
- Is coastal
- Is in the mediteranean coast region
NOT = { this.barony = title:b_salmydessus }NOT = { this.barony = title:b_chelai }
• 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 (9 lines of game script)
building_murex_farm_requirement_terrain = {
is_county_capital = yes
is_coastal = yes
geographical_region = mediteranean_coast
NOR = {
this.barony = title:b_salmydessus
this.barony = title:b_chelai
}
}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 building_murex_farm_requirement_terrain.
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.