Scripted effect · All Under Heaven files
add_random_external_east_asian_estate_building
add_random_external_east_asian_estate_building = yesgame/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 2945 (150 lines). No parameters.
add_random_external_east_asian_estate_building is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 2945 of its file. It takes no parameters: add_random_external_east_asian_estate_building = yes. The game's script calls it in 1 place, among them fill_external_east_asian_estate_building_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.
What it does
- If free external domicile building slots at least 1 › 1 of 13 things will happen:
- 8%:
add_domicile_building = east_asian_estate_ancestral_shrine_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_ancestral_shrine_02
- 8%:
add_domicile_building = east_asian_estate_barracks_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_barracks_02
- 8%:
add_domicile_building = east_asian_estate_watchtower_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_watchtower_02
- 8%:
add_domicile_building = east_asian_estate_garden_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_garden_02
- 8%:
add_domicile_building = east_asian_estate_storage_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_storage_02
- 8%:
add_domicile_building = east_asian_estate_rice_field_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_rice_field_02
- 8%:
add_domicile_building = east_asian_estate_stable_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_stable_02
- 8%:
add_domicile_building = east_asian_estate_workshop_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_workshop_02
- 8%:
add_domicile_building = east_asian_estate_market_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_market_02
- 8%:
add_domicile_building = east_asian_estate_grazing_land_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_grazing_land_02
- 8%:
add_domicile_building = east_asian_estate_tea_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_tea_02
- 8%:
add_domicile_building = east_asian_estate_health_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_health_02
- 8%:
add_domicile_building = east_asian_estate_silk_01If
has_domicile_building = east_asian_estate_main_03
Then
add_domicile_building = east_asian_estate_silk_02
- 8%:
• 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 (120 lines of game script)
add_random_external_east_asian_estate_building = {
if = {
limit = {
free_external_domicile_building_slots >= 1
}
random_list = {
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_ancestral_shrine_01 }
}
add_domicile_building = east_asian_estate_ancestral_shrine_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_ancestral_shrine_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_barracks_01 }
}
add_domicile_building = east_asian_estate_barracks_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_barracks_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_watchtower_01 }
}
add_domicile_building = east_asian_estate_watchtower_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_watchtower_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_garden_01 }
}
add_domicile_building = east_asian_estate_garden_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_garden_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_storage_01 }
}
add_domicile_building = east_asian_estate_storage_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_storage_02
}
}
10 = {
trigger = {
NOT = {
has_domicile_building_or_higher = east_asian_estate_rice_field_01
}
}
add_domicile_building = east_asian_estate_rice_field_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_rice_field_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_stable_01 }
}
add_domicile_building = east_asian_estate_stable_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_stable_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_workshop_01 }
}
add_domicile_building = east_asian_estate_workshop_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_workshop_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_market_01 }
}
add_domicile_building = east_asian_estate_market_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_market_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_grazing_land_01 }
}
add_domicile_building = east_asian_estate_grazing_land_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_grazing_land_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = east_asian_estate_tea_01 }
}
add_domicile_building = east_asian_estate_tea_01
if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add_domicile_building = east_asian_estate_tea_02
}
}
10 = {
trigger = {As written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.
The first 120 of its 150 lines; the rest is in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt from line 2945.
Where it is used
Every place in common/, events/ and history/ that calls add_random_external_east_asian_estate_building.
Scripted effects (1)
Source: game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.