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
- … must be a Castle, City, Temple or Temple Citadel
• 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
- Argentiera Mining Settlement
- Armorers
- Artificial Lakes
- Artisan Workshops
- Aviaries
- Bailey
- Bailiff's Office
- Baofeng Mine
- Baofeng Mining Complex
- Baofeng Mining Settlement
- Barns & Storehouses
- Bastions & Curtain Walls
- Bathhouses
- Beekeepers
- Bellows
- Berry Groves
- Blacksmith Districts
- Blacksmith's Guilds
- Blacksmiths
- Blast Furnaces
- Bloomeries
- Border Marches
- Bowyers
- Camel Breeders
- Camel Markets
- Camp Cooks
- Camp Smiths
- Canal Locks
- Cannon Foundries
- Caravanserais
- Cast Iron
- Cattle Lands
- Cattle Ranches
- Cévennes Mine
- Cévennes Mining Complex
- Cévennes Mining Settlement
- Chambered Kiln
- Charcoal Burners
- Charcoal Burners
- Chateau
- Chihu Mine
- Chihu Mining Complex
- Chihu Mining Settlement
- Cistern
- Cisterns
- City Jail
- Clay Front Walls
- Climbing Kiln
- Commemoration Halls
- Complex Earthworks
- Composite Recurved Bows
- Conscription Centers
- Consolidated Landholdings
- Coops
- Copper Mine
- Copper Mining Complex
- Copper Mining Settlement
- Corpse Storage
- Corrals
- Courier Stations
- Courthouse
- Cranks and Connecting Rods
- Crenellated Rampart Walls
- Crop Fields
- Crown Armories
- Crown Blacksmiths
- Crownswood Courts
- Cultivated Spice Groves
- Curved Rear Walls
- Customs Office
- Date Groves
- Ditches
- Diversified Rice Grains
- Domed Towers
- Drainage Channels
- Drawplate
- Drydocks
- Drying Flats
- Dushan Mine
- Dushan Mining Complex
- Dushan Mining Settlement
- Dye Distillery
- Earth Ramparts
- Elephant Breeders
- Elephant Hospitals
- Elephant Pens
- Elephant Riding Grounds
- Elephant Sanctuaries
- Elephant Training Grounds
- Elephant Traps
- Embrasures
- Enclosed Garden
- Excarnation Fields
- Expanded Docks
- Expanded Grazing Area
- Expanded Grounds
- Expanded Sar-i Sang Mine
- External Walls
- Falun Mine
- Falun Mining Complex
- Falun Mining Settlement
- Farmsteads
- Farrier's Guilds
- Feasting Halls
- Fell Pastures
- Fengtian Mine
- Fengtian Mining Settlement
- Fieldworks
- Firemen's Headquarters
- Fishing Net Weavers
- Fletcher's Guild
- Forest Fortresses
- Forest Glassworks
- Forest of Dean Mine
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.