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
building_requirement_castle_city_church = { LEVEL = 02 }scope:build_owner.culture:has_innovation = innovation_battlements
If
has_building_or_higher = $BUILDING$_04
Then
building_requirement_castle_city_church = { LEVEL = 03 }scope:build_owner.culture:has_innovation = innovation_hoardings
If
has_building_or_higher = $BUILDING$_06
Then
building_requirement_castle_city_church = { LEVEL = 04 }scope:build_owner.culture:has_innovation = innovation_machicolations
• 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.
Scripted effects (1)
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.