Scripted trigger
building_requirement_castle_city_church_temple_citadel_tribe
building_requirement_castle_city_church_temple_citadel_tribe = { LEVEL = … }game/common/scripted_triggers/00_building_requirement_triggers.txt, line 132 (34 lines). Parameters: $LEVEL$.
building_requirement_castle_city_church_temple_citadel_tribe is a scripted trigger in Crusader Kings III, written at line 132 of its file. A call passes 1 parameter: LEVEL. The game's script calls it in 8 places, among them Chapel (building), Cloisters (building) and Monastic Gardens (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_$LEVEL$
Else if
has_holding_type = tribal_holding
Then
If
$LEVEL$ > 1
Then
has_building_or_higher = tribe_02
Otherwise
has_building_or_higher = tribe_01
Otherwise
- … must be a Castle, City, Temple, Tribal Holding 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 (34 lines of game script)
building_requirement_castle_city_church_temple_citadel_tribe = {
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_if = {
limit = { has_holding_type = tribal_holding }
trigger_if = {
limit = {
$LEVEL$ > 1
}
has_building_or_higher = tribe_02
}
trigger_else = { has_building_or_higher = tribe_01 }
}
trigger_else = {
custom_description = {
text = "building_requirement_castle_city_church_tribe_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_temple_citadel_tribe.
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.