CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · Roads to Power files

estate_can_construct_garden_fruit_05_trigger

estate_can_construct_garden_fruit_05_trigger = yes

game/common/scripted_triggers/07_ep3_triggers.txt, line 1720 (3 lines). No parameters.

estate_can_construct_garden_fruit_05_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1720 of its file. It takes no parameters: estate_can_construct_garden_fruit_05_trigger = yes (or no). The game's script calls it in 2 places, among them ep3_landless_admin_1020_can_upgrade_garden_trigger (local trigger) and garden_fruit_05 (domiciles). Patch 1.20.1.2, from game/common/scripted_triggers/07_ep3_triggers.txt.

What it checks

  • Their domicile:
    • has_domicile_building_or_higher = estate_main_04

• 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 (3 lines of game script)
estate_can_construct_garden_fruit_05_trigger = {
	domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}

As written in game/common/scripted_triggers/07_ep3_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls estate_can_construct_garden_fruit_05_trigger.

Scripted triggers inside an event file (1)

  • ep3_landless_admin_1020_can_upgrade_garden_trigger

Domiciles (1)

  • garden_fruit_05

Source: game/common/scripted_triggers/07_ep3_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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