Scripted trigger · Wandering Nobles files
local_guild_compare_trigger
local_guild_compare_trigger = yesgame/common/scripted_triggers/06_bp3_triggers.txt, line 54 (83 lines). No parameters.
local_guild_compare_trigger is a scripted trigger in Crusader Kings III, in the Wandering Nobles files, written at line 54 of its file. It takes no parameters: local_guild_compare_trigger = yes (or no). The game's script calls it in 1 place, among them The … (event travel_events_bp3.20). Patch 1.20.1.2, from game/common/scripted_triggers/06_bp3_triggers.txt.
What it checks
- Depending on local guild scope:
- When local guild scope is 1:
NOT = { has_building_or_higher = watermills_01 }building_watermills_requirement_terrain = yes
- When local guild scope is 2:
NOT = { has_building_or_higher = windmills_01 }building_windmills_requirement_terrain = yes
- When local guild scope is 3:
NOT = { has_building_or_higher = common_tradeport_01 }building_common_tradeport_requirement_terrain = yes
- When local guild scope is 4:
NOT = { has_building_or_higher = pastures_01 }building_pastures_requirement_terrain = yes
- When local guild scope is 5:
NOT = { has_building_or_higher = pastures_01 }building_pastures_requirement_terrain = yes
- When local guild scope is 6:
NOT = { has_building_or_higher = pastures_01 }building_pastures_requirement_terrain = yes
- When local guild scope is 7:
NOT = { has_building_or_higher = pastures_01 }building_pastures_requirement_terrain = yes
- When local guild scope is 8:
NOT = { has_building_or_higher = hunting_grounds_01 }building_hunting_grounds_requirement_terrain = yes
- When local guild scope is 9:
NOT = { has_building_or_higher = hunting_grounds_01 }building_hunting_grounds_requirement_terrain = yes
- When local guild scope is 10:
NOT = { has_building_or_higher = hunting_grounds_01 }building_hunting_grounds_requirement_terrain = yes
- When local guild scope is 11:
NOT = { has_building_or_higher = orchards_01 }building_orchards_requirement_terrain = yes
- When local guild scope is 12:
NOT = { has_building_or_higher = logging_camps_01 }building_logging_camps_requirement_terrain = yes
- When local guild scope is 13:
NOT = { has_building_or_higher = quarries_01 }building_quarries_requirement_terrain = yes
- When local guild scope is 14:
NOT = { has_building_or_higher = quarries_01 }building_quarries_requirement_terrain = yes
- When local guild scope is 15:
NOT = { has_building_or_higher = smiths_01 }building_smiths_requirement_terrain = yes
- When local guild scope is 16:
NOT = { has_building_or_higher = stables_01 }building_stables_requirement_terrain = yes
- When local guild scope is 17:
NOT = { has_building_or_higher = guild_halls_01 }has_building_or_higher = city_01
- When local guild scope is 18:
NOT = { has_building_or_higher = hospices_01 }
- When local guild scope is 19:
NOT = { has_building_or_higher = hospices_01 }
- When local guild scope is 20:
NOT = { has_building_or_higher = workshops_01 }building_workshops_requirement_terrain = yes
- When local guild scope is 1:
• 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 (83 lines of game script)
local_guild_compare_trigger = {
switch = {
trigger = scope:local_guild_scope
1 = {
NOT = { has_building_or_higher = watermills_01 }
building_watermills_requirement_terrain = yes
}
2 = {
NOT = { has_building_or_higher = windmills_01 }
building_windmills_requirement_terrain = yes
}
3 = {
NOT = { has_building_or_higher = common_tradeport_01 }
building_common_tradeport_requirement_terrain = yes
}
4 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
5 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
6 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
7 = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
}
8 = {
NOT = { has_building_or_higher = hunting_grounds_01 }
building_hunting_grounds_requirement_terrain = yes
}
9 = {
NOT = { has_building_or_higher = hunting_grounds_01 }
building_hunting_grounds_requirement_terrain = yes
}
10 = {
NOT = { has_building_or_higher = hunting_grounds_01 }
building_hunting_grounds_requirement_terrain = yes
}
11 = {
NOT = { has_building_or_higher = orchards_01 }
building_orchards_requirement_terrain = yes
}
12 = {
NOT = { has_building_or_higher = logging_camps_01 }
building_logging_camps_requirement_terrain = yes
}
13 = {
NOT = { has_building_or_higher = quarries_01 }
building_quarries_requirement_terrain = yes
}
14 = {
NOT = { has_building_or_higher = quarries_01 }
building_quarries_requirement_terrain = yes
}
15 = {
NOT = { has_building_or_higher = smiths_01 }
building_smiths_requirement_terrain = yes
}
16 = {
NOT = { has_building_or_higher = stables_01 }
building_stables_requirement_terrain = yes
}
17 = {
NOT = { has_building_or_higher = guild_halls_01 }
has_building_or_higher = city_01
}
18 = {
NOT = { has_building_or_higher = hospices_01 }
}
19 = {
NOT = { has_building_or_higher = hospices_01 }
}
20 = {
NOT = { has_building_or_higher = workshops_01 }
building_workshops_requirement_terrain = yes
}
}
}As written in game/common/scripted_triggers/06_bp3_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls local_guild_compare_trigger.
Events (1)
- The …
travel_events_bp3.20
Source: game/common/scripted_triggers/06_bp3_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.