Scripted trigger
holding_is_feudalized
holding_is_feudalized = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 94 (8 lines). No parameters.
holding_is_feudalized is a scripted trigger in Crusader Kings III, written at line 94 of its file. It takes no parameters: holding_is_feudalized = yes (or no). The game's script calls it in 1 place, among them can_raze_own_holding (scripted rules). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
One of these
has_holding_type = castle_holdingor
has_holding_type = city_holdingor
has_holding_type = church_holdingor
has_holding_type = temple_citadel_holding
• 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 (8 lines of game script)
holding_is_feudalized = {
OR = {
has_holding_type = castle_holding
has_holding_type = city_holding
has_holding_type = church_holding
has_holding_type = temple_citadel_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_feudalized.
Scripted rules (1)
- can_raze_own_holding
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.