CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted trigger

building_requirement_castle_city_church

building_requirement_castle_city_church = { LEVEL = … }

game/common/scripted_triggers/00_building_requirement_triggers.txt, line 107 (24 lines). Parameters: $LEVEL$.

building_requirement_castle_city_church is a scripted trigger in Crusader Kings III, written at line 107 of its file. A call passes 1 parameter: LEVEL. The game's script calls it in 573 places, among them Advanced Breeders (building), Apiaries (building) and Apple Orchards (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.

What it checks

  • If

    • has_holding_type = castle_holding

    Then

    • has_building_or_higher = castle_$LEVEL$

    Else if

    • has_holding_type = city_holding

    Then

    • has_building_or_higher = city_$LEVEL$

    Else if

    • has_holding_type = church_holding

    Then

    • has_building_or_higher = temple_$LEVEL$

    Else if

    • has_holding_type = temple_citadel_holding

    Then

    • has_building_or_higher = temple_citadel_$LEVEL$

    Otherwise

• 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 (24 lines of game script)
building_requirement_castle_city_church = {
	trigger_if = {
		limit = { has_holding_type = castle_holding }
		has_building_or_higher = castle_$LEVEL$
	}
	trigger_else_if = {
		limit = { has_holding_type = city_holding }
		has_building_or_higher = city_$LEVEL$
	}
	trigger_else_if = {
		limit = { has_holding_type = church_holding }
		has_building_or_higher = temple_$LEVEL$
	}
	trigger_else_if = {
		limit = { has_holding_type = temple_citadel_holding }
		has_building_or_higher = temple_citadel_$LEVEL$
	}
	trigger_else = {
		custom_description = {
			text = "building_requirement_castle_city_church_failed"
			always = no
		}
	}
}

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_requirement_castle_city_church — the first 120 of 573.

Buildings (120)

114 more

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.

Spotted a mistake on this page?