Scripted trigger · Roads to Power files
estate_can_construct_market_03_trigger
estate_can_construct_market_03_trigger = yesgame/common/scripted_triggers/07_ep3_triggers.txt, line 1695 (3 lines). No parameters.
estate_can_construct_market_03_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1695 of its file. It takes no parameters: estate_can_construct_market_03_trigger = yes (or no). The game's script calls it in 2 places, among them ep3_landless_admin_1020_can_upgrade_market_trigger (local trigger) and market_03 (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_02
• 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_market_03_trigger = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}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_market_03_trigger.
Scripted triggers inside an event file (1)
- ep3_landless_admin_1020_can_upgrade_market_trigger
Domiciles (1)
- market_03
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.