Scripted trigger
holding_is_city
holding_is_city = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 90 (3 lines). No parameters.
holding_is_city is a scripted trigger in Crusader Kings III, written at line 90 of its file. It takes no parameters: holding_is_city = yes (or no). The game's script calls it in 7 places, among them …: No Questions Asked (event ep3_laamp_decision_event.1020), …: Supplies! (event ep3_laamp_decision_event.1010) and …: the … (event ep3_laamp_decision_event.1000). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (3 lines of game script)
holding_is_city = {
has_holding_type = city_holding
}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 holding_is_city.
Events (4)
- …: No Questions Asked
ep3_laamp_decision_event.1020 - …: Supplies!
ep3_laamp_decision_event.1010 - …: the …
ep3_laamp_decision_event.1000 - …: the …
ep3_laamp_decision_event.1001
Scripted effects inside an event file (2)
- 1020_set_artifact_value_variables_effect
- 1033_generate_character_effect
Scripted triggers inside an event file (1)
- 1000_time_to_go_home_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.