Scripted trigger
faith_can_use_holy_site_kingdom_trigger
faith_can_use_holy_site_kingdom_trigger = { BARONY = … }game/common/scripted_triggers/00_religious_triggers.txt, line 2042 (6 lines). Parameters: $BARONY$.
faith_can_use_holy_site_kingdom_trigger is a scripted trigger in Crusader Kings III, written at line 2042 of its file. A call passes 1 parameter: BARONY. The game's script calls it in 2 places, among them Adopt Holy Site (decision) and can_create_dynamic_holy_site (scripted rules). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_religious_triggers.txt.
The comment above it in the file
As above, with the player-facing requirement line. Root must be the acting character.
What it checks
• 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 (6 lines of game script)
faith_can_use_holy_site_kingdom_trigger = {
custom_tooltip = {
text = holy_site_kingdom_already_used_tt
faith_holy_site_kingdom_unused_trigger = { BARONY = $BARONY$ }
}
}As written in game/common/scripted_triggers/00_religious_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls faith_can_use_holy_site_kingdom_trigger.
Decisions (1)
Scripted rules (1)
- can_create_dynamic_holy_site
Source: game/common/scripted_triggers/00_religious_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.