Scripted effect · By God Alone files
add_random_external_ecclesiastical_domicile_building
add_random_external_ecclesiastical_domicile_building = yesgame/common/scripted_effects/11_dlc_pam_scripted_effects.txt, line 1376 (51 lines). No parameters.
add_random_external_ecclesiastical_domicile_building is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 1376 of its file. It takes no parameters: add_random_external_ecclesiastical_domicile_building = yes. The game's script calls it in 1 place, among them fill_ecclesiastical_domicile_building_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/11_dlc_pam_scripted_effects.txt.
What it does
- If free external domicile building slots at least 1 › 1 of 8 things will happen:
- 13%:
add_domicile_building = baptistery_01
- 13%:
add_domicile_building = church_school_01
- 13%:
add_domicile_building = church_archives_01
- 13%:
add_domicile_building = church_guard_tower_01
- 13%:
add_domicile_building = chancery_01
- 13%:
add_domicile_building = church_treasury_01
- 13%:
add_domicile_building = cloister_01
- 7%:
add_domicile_building = episcopal_palace_01
- 13%:
• 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 (51 lines of game script)
add_random_external_ecclesiastical_domicile_building = {
if = {
limit = { free_external_domicile_building_slots >= 1 }
random_list = {
10 = {
trigger = { NOT = { has_domicile_building_or_higher = baptistery_01 } }
add_domicile_building = baptistery_01
}
10 = {
trigger = { NOT = { has_domicile_building_or_higher = church_school_01 } }
add_domicile_building = church_school_01
}
10 = {
trigger = { NOT = { has_domicile_building_or_higher = church_archives_01 } }
add_domicile_building = church_archives_01
}
10 = {
trigger = { NOT = { has_domicile_building_or_higher = church_guard_tower_01 } }
add_domicile_building = church_guard_tower_01
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = chancery_01 }
owner.culture ?= { has_innovation = innovation_chronicle_writing }
}
add_domicile_building = chancery_01
}
10 = {
trigger = { NOT = { has_domicile_building_or_higher = church_treasury_01 } }
add_domicile_building = church_treasury_01
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = cloister_01 }
owner.capital_county.clerical_region_title ?= {
any_county_in_clerical_region = {
any_county_province = {
barony = { is_leased_out = yes }
}
}
}
}
add_domicile_building = cloister_01
}
5 = {
trigger = { NOT = { has_domicile_building_or_higher = episcopal_palace_01 } }
add_domicile_building = episcopal_palace_01
}
}
}
}As written in game/common/scripted_effects/11_dlc_pam_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_random_external_ecclesiastical_domicile_building.
Scripted effects (1)
Source: game/common/scripted_effects/11_dlc_pam_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.