CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

generic_fortification_building_innovations_trigger

generic_fortification_building_innovations_trigger = { BUILDING = … }

game/common/scripted_triggers/00_building_requirement_triggers.txt, line 782 (21 lines). Parameters: $BUILDING$.

generic_fortification_building_innovations_trigger is a scripted trigger in Crusader Kings III, written at line 782 of its file. A call passes 1 parameter: BUILDING. The game's script calls it in 1 place, among them add_random_building_variable_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.

The comment above it in the file

Innovation and holding level triggers for most fortification buildings

What it checks

  • If

    • has_building_or_higher = $BUILDING$_01

    Then

    • scope:build_owner.culture:
      • has_innovation = innovation_motte
  • If

    • has_building_or_higher = $BUILDING$_02

    Then

  • If

    • has_building_or_higher = $BUILDING$_04

    Then

  • If

    • has_building_or_higher = $BUILDING$_06

    Then

• 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 (21 lines of game script)
generic_fortification_building_innovations_trigger = {
	trigger_if = {
		limit = { has_building_or_higher = $BUILDING$_01 }
		scope:build_owner.culture = { has_innovation = innovation_motte }
	}
	trigger_if = {
		limit = { has_building_or_higher = $BUILDING$_02 }
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:build_owner.culture = { has_innovation = innovation_battlements }
	}
	trigger_if = {
		limit = { has_building_or_higher = $BUILDING$_04 }
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:build_owner.culture = { has_innovation = innovation_hoardings }
	}
	trigger_if = {
		limit = { has_building_or_higher = $BUILDING$_06 }
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:build_owner.culture = { has_innovation = innovation_machicolations }
	}
}

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 generic_fortification_building_innovations_trigger.

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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