Scripted trigger · All Under Heaven files
has_ruined_mandala_capital_trigger
has_ruined_mandala_capital_trigger = yesgame/common/scripted_triggers/tgp_mandala_triggers.txt, line 198 (6 lines). No parameters.
has_ruined_mandala_capital_trigger is a scripted trigger in Crusader Kings III, in the All Under Heaven files, written at line 198 of its file. It takes no parameters: has_ruined_mandala_capital_trigger = yes (or no). The game's script calls it in 2 places, among them story_mandala (story cycle) and on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_triggers/tgp_mandala_triggers.txt.
What it checks
- Their capital province:
has_building_with_flag = mandala_capital_building- The Great Building is Ruined
• 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)
has_ruined_mandala_capital_trigger = {
capital_province = {
has_building_with_flag = mandala_capital_building
has_ruined_great_building = yes
}
}As written in game/common/scripted_triggers/tgp_mandala_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_ruined_mandala_capital_trigger.
Story cycles (1)
- story_mandala
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Source: game/common/scripted_triggers/tgp_mandala_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.