CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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.

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