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

has_any_building_of_level_trigger

has_any_building_of_level_trigger = { BUILDING_LEVEL = … }

game/common/scripted_triggers/00_building_requirement_triggers.txt, line 662 (26 lines). Parameters: $BUILDING_LEVEL$.

has_any_building_of_level_trigger is a scripted trigger in Crusader Kings III, written at line 662 of its file. A call passes 1 parameter: BUILDING_LEVEL. The game's script calls it in 1 place, among them has_lesser_building_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.

The comment above it in the file

is any existing building of the checked tier? (e.g. 02)

What it checks

  • One of these

    • has_building = outposts_$BUILDING_LEVEL$
    • or

      has_building = logging_camps_$BUILDING_LEVEL$
    • or

      has_building = peat_quarries_$BUILDING_LEVEL$
    • or

      has_building = hill_forts_$BUILDING_LEVEL$
    • or

      has_building = plantations_$BUILDING_LEVEL$
    • or

      has_building = quarries_$BUILDING_LEVEL$
    • or

      has_building = hunting_grounds_$BUILDING_LEVEL$
    • or

      has_building = military_camps_$BUILDING_LEVEL$
    • or

      has_building = pastures_$BUILDING_LEVEL$
    • or

      has_building = ramparts_$BUILDING_LEVEL$
    • or

      has_building = curtain_walls_$BUILDING_LEVEL$
    • or

      has_building = watchtowers_$BUILDING_LEVEL$
    • or

      has_building = cereal_fields_$BUILDING_LEVEL$
    • or

      has_building = barracks_$BUILDING_LEVEL$
    • or

      has_building = camel_farms_$BUILDING_LEVEL$
    • or

      has_building = hill_farms_$BUILDING_LEVEL$
    • or

      has_building = elephant_pens_$BUILDING_LEVEL$
    • or

      has_building = common_tradeport_$BUILDING_LEVEL$
    • or

      has_building = orchards_$BUILDING_LEVEL$
    • or

      has_building = farm_estates_$BUILDING_LEVEL$
    • or

      has_building = regimental_grounds_$BUILDING_LEVEL$
    • or

      has_building = monastic_schools_$BUILDING_LEVEL$

• 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 (26 lines of game script)
has_any_building_of_level_trigger = {
	OR = {
		has_building = outposts_$BUILDING_LEVEL$
		has_building = logging_camps_$BUILDING_LEVEL$
		has_building = peat_quarries_$BUILDING_LEVEL$
		has_building = hill_forts_$BUILDING_LEVEL$
		has_building = plantations_$BUILDING_LEVEL$
		has_building = quarries_$BUILDING_LEVEL$
		has_building = hunting_grounds_$BUILDING_LEVEL$
		has_building = military_camps_$BUILDING_LEVEL$
		has_building = pastures_$BUILDING_LEVEL$
		has_building = ramparts_$BUILDING_LEVEL$
		has_building = curtain_walls_$BUILDING_LEVEL$
		has_building = watchtowers_$BUILDING_LEVEL$
		has_building = cereal_fields_$BUILDING_LEVEL$
		has_building = barracks_$BUILDING_LEVEL$
		has_building = camel_farms_$BUILDING_LEVEL$
		has_building = hill_farms_$BUILDING_LEVEL$
		has_building = elephant_pens_$BUILDING_LEVEL$
		has_building = common_tradeport_$BUILDING_LEVEL$
		has_building = orchards_$BUILDING_LEVEL$
		has_building = farm_estates_$BUILDING_LEVEL$
		has_building = regimental_grounds_$BUILDING_LEVEL$
		has_building = monastic_schools_$BUILDING_LEVEL$
	}
}

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 has_any_building_of_level_trigger.

Scripted triggers (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.

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