Scripted trigger
location_has_multi_story_buildings_trigger
location_has_multi_story_buildings_trigger = { LOCATION = … }game/common/scripted_triggers/00_economic_triggers.txt, line 84 (11 lines). Parameters: $LOCATION$.
location_has_multi_story_buildings_trigger is a scripted trigger in Crusader Kings III, written at line 84 of its file. A call passes 1 parameter: LOCATION. The game's script calls it in 6 places, among them Clear Your Head (event feast_events_ewan.0001), Not So Young: Growing Fragility (event harm.0562) and Not So Young: The Descent (event harm.0561). Patch 1.20.1.2, from game/common/scripted_triggers/00_economic_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (11 lines of game script)
location_has_multi_story_buildings_trigger = {
$LOCATION$ ?= {
# Filter out ocean-going people.
## Yes, this will error otherwise.
is_sea_province = no
# We just want to make sure we're not dealing with a tribe, who likely won't have too many really tall buildings.
NOT = { has_holding_type = tribal_holding }
# And that the place isn't a total backwater, which would also stop it having too many tall buildings.
county = { development_level >= 10 }
}
}As written in game/common/scripted_triggers/00_economic_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls location_has_multi_story_buildings_trigger.
Events (6)
- Clear Your Head
feast_events_ewan.0001 - Not So Young: Growing Fragility
harm.0562 - Not So Young: The Descent
harm.0561 - What a View: Harmless Admiration
harm.1062 - What a View: Tumbling Down
harm.1061 - Whenever You Need …
bp2_yearly.0651
Source: game/common/scripted_triggers/00_economic_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.