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

has_existing_farming_building_trigger

has_existing_farming_building_trigger = yes

game/common/scripted_triggers/01_building_upgrade_triggers.txt, line 1 (26 lines). No parameters.

has_existing_farming_building_trigger is a scripted trigger in Crusader Kings III, written at line 1 of its file. It takes no parameters: has_existing_farming_building_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/01_building_upgrade_triggers.txt.

What it checks

  • If

    Then

    • One of these

      • has_building = farm_estates_01
      • or

        has_building = farm_estates_02
      • or

        has_building = farm_estates_03
      • or

        has_building = farm_estates_04
      • or

        has_building = farm_estates_05
      • or

        has_building = farm_estates_06
      • or

        has_building = farm_estates_07
  • If

    Then

    • One of these

      • has_building = pastures_01
      • or

        has_building = pastures_02
      • or

        has_building = pastures_03
      • or

        has_building = pastures_04
      • or

        has_building = pastures_05
      • or

        has_building = pastures_06
      • or

        has_building = pastures_07

• 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_existing_farming_building_trigger = {
	trigger_if = {
		limit = { building_farm_estates_requirement_terrain = yes }
		OR = {
			has_building = farm_estates_01
			has_building = farm_estates_02
			has_building = farm_estates_03
			has_building = farm_estates_04
			has_building = farm_estates_05
			has_building = farm_estates_06
			has_building = farm_estates_07
		}
	}
	trigger_if = {
		limit = { building_farm_estates_requirement_terrain = yes }
		OR = {
			has_building = pastures_01
			has_building = pastures_02
			has_building = pastures_03
			has_building = pastures_04
			has_building = pastures_05
			has_building = pastures_06
			has_building = pastures_07
		}
	}
}

As written in game/common/scripted_triggers/01_building_upgrade_triggers.txt.

Where it is used

No file of common/, events/ or history/ calls it.

Source: game/common/scripted_triggers/01_building_upgrade_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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