Scripted trigger
religious_special_building_exclusion_trigger
religious_special_building_exclusion_trigger = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 884 (59 lines). No parameters.
religious_special_building_exclusion_trigger is a scripted trigger in Crusader Kings III, written at line 884 of its file. It takes no parameters: religious_special_building_exclusion_trigger = yes (or no). The game's script calls it in 1 place, among them Disabled Building in … (important action). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
The comment above it in the file
Religious special building triggers
What it checks
One of these
All of these
None of these
- Their barony:
is_holy_site_of = holder.faith
- Their barony:
One of these
has_building = holy_site_cathedral_01or
has_building = holy_site_mosque_01or
has_building = holy_site_pagan_grand_temple_01or
has_building = holy_site_indian_grand_temple_01or
has_building = holy_site_other_grand_temple_01or
has_building = hagia_sophia_01or
has_building = holy_site_mahabodhi_temple_01or
has_building = holy_site_imam_ali_mosque_01or
has_building = holy_site_great_mosque_of_mecca_01or
islamic_special_building_trigger = yesor
christian_special_building_trigger = yesor
has_building = holy_site_buddhist_grand_temple_01or
has_building = holy_site_japanese_temple_01or
has_building = holy_site_chinese_temple_01or
has_building = holy_site_se_asia_pagan_temple_01or
has_building = izumo_taisha_01
or
All of these
NOT = { barony.holder.religion = religion:islam_religion }islamic_special_building_trigger = yes
or
All of these
NOT = { barony.holder.religion = religion:christianity_religion }christian_special_building_trigger = yes
or
All of these
NOT = { barony.holder.religion = religion:zoroastrianism_religion }has_building = the_friday_mosque_01
or
All of these
NOT = { barony.holder.religion = religion:hinduism_religion }NOT = { barony.holder.religion = religion:buddhism_religion }NOT = { barony.holder.religion = religion:jainism_religion }NOT = { barony.holder.religion = religion:taoism_religion }NOT = { barony.holder.religion = religion:confucianism_religion }NOT = { barony.holder.religion = religion:zoroastrianism_religion }eastern_special_building_trigger = yes
or
All of these
barony.holder.religion = religion:judaism_religionhas_building = dome_of_the_rock_01
or
All of these
NOT = { barony.holder.religion = religion:judaism_religion }has_building = temple_in_jerusalem_01
• 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 (59 lines of game script)
religious_special_building_exclusion_trigger = { # checks if any special buildings present do not fit your religion
OR = {
AND = { # Generic
NOT = {
barony = { is_holy_site_of = holder.faith }
}
OR = {
has_building = holy_site_cathedral_01
has_building = holy_site_mosque_01
has_building = holy_site_pagan_grand_temple_01
has_building = holy_site_indian_grand_temple_01
has_building = holy_site_other_grand_temple_01
has_building = hagia_sophia_01
has_building = holy_site_mahabodhi_temple_01
has_building = holy_site_imam_ali_mosque_01
has_building = holy_site_great_mosque_of_mecca_01
islamic_special_building_trigger = yes
christian_special_building_trigger = yes
has_building = holy_site_buddhist_grand_temple_01
has_building = holy_site_japanese_temple_01
has_building = holy_site_chinese_temple_01
has_building = holy_site_se_asia_pagan_temple_01
has_building = izumo_taisha_01
}
}
AND = { # Islamic
NOT = { barony.holder.religion = religion:islam_religion }
islamic_special_building_trigger = yes
}
AND = { # Christian
NOT = { barony.holder.religion = religion:christianity_religion }
christian_special_building_trigger = yes
}
AND = { # Islamic/Zoroastrian
NOT = { barony.holder.religion = religion:zoroastrianism_religion }
has_building = the_friday_mosque_01 # shared muslim
}
AND = { # Eastern family
NOR = {
barony.holder.religion = religion:hinduism_religion
barony.holder.religion = religion:buddhism_religion
barony.holder.religion = religion:jainism_religion
barony.holder.religion = religion:taoism_religion
barony.holder.religion = religion:confucianism_religion
barony.holder.religion = religion:zoroastrianism_religion
}
eastern_special_building_trigger = yes
}
# Judaism
AND = {
barony.holder.religion = religion:judaism_religion
has_building = dome_of_the_rock_01
}
AND = {
NOT = { barony.holder.religion = religion:judaism_religion }
has_building = temple_in_jerusalem_01
}
}
}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 religious_special_building_exclusion_trigger.
Important actions (1)
- Disabled Building in …
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.