Scripted trigger · By God Alone files
is_valid_cathedral_spot_in_province_trigger
is_valid_cathedral_spot_in_province_trigger = yesgame/common/scripted_triggers/pam_scripted_triggers.txt, line 851 (16 lines). No parameters.
is_valid_cathedral_spot_in_province_trigger is a scripted trigger in Crusader Kings III, in the By God Alone files, written at line 851 of its file. It takes no parameters: is_valid_cathedral_spot_in_province_trigger = yes (or no). The game's script calls it in 1 place, among them pam_cathedral_01 (great project). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/pam_scripted_triggers.txt.
What it checks
- There is no Cathedral Under Construction or Romanesque Grand Cathedral Great Project Building already constructed in the selected Barony
- Does not have a Great Building
• 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 (16 lines of game script)
is_valid_cathedral_spot_in_province_trigger = {
custom_tooltip = {
text = no_under_construction_or_same_level_great_project_cathedral_building_tt
NOR = {
has_building_with_flag = great_project_cathedral_building
any_great_project_in_province = {
OR = {
great_project_type = pam_cathedral_01
great_project_type = pam_cathedral_02
great_project_type = pam_cathedral_03
}
}
}
}
has_great_building = no
}As written in game/common/scripted_triggers/pam_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_valid_cathedral_spot_in_province_trigger.
Great projects (1)
- pam_cathedral_01
Source: game/common/scripted_triggers/pam_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.