Scripted effect · All Under Heaven files
add_random_external_japanese_manor_building
add_random_external_japanese_manor_building = yesgame/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt, line 251 (170 lines). No parameters.
add_random_external_japanese_manor_building is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 251 of its file. It takes no parameters: add_random_external_japanese_manor_building = yes. The game's script calls it in 1 place, among them fill_external_japanese_manor_building_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt.
What it does
- If free external domicile building slots at least 1 › 1 of 12 things will happen:
- 8%:
add_domicile_building = japanese_fields_01If
has_domicile_building_or_higher = japanese_fields_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_fields_02
- 8%:
add_domicile_building = japanese_shrine_01If
has_domicile_building_or_higher = japanese_shrine_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_shrine_02
- 8%:
add_domicile_building = japanese_brewery_01If
has_domicile_building_or_higher = japanese_brewery_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_brewery_02
- 8%:
add_domicile_building = japanese_archive_01If
has_domicile_building_or_higher = japanese_archive_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_archive_02
- 8%:
add_domicile_building = japanese_armory_01If
has_domicile_building_or_higher = japanese_armory_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_armory_02
- 8%:
add_domicile_building = japanese_watch_house_01If
has_domicile_building_or_higher = japanese_watch_house_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_watch_house_02
- 8%:
add_domicile_building = japanese_horse_pastures_01If
has_domicile_building_or_higher = japanese_horse_pastures_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_horse_pastures_02
- 8%:
add_domicile_building = japanese_tea_plantation_01If
has_domicile_building_or_higher = japanese_tea_plantation_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_tea_plantation_02
- 8%:
add_domicile_building = japanese_stables_01If
has_domicile_building_or_higher = japanese_stables_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_stables_02
- 8%:
add_domicile_building = japanese_workshop_01If
has_domicile_building_or_higher = japanese_workshop_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_workshop_02
- 8%:
add_domicile_building = japanese_tea_house_01If
has_domicile_building_or_higher = japanese_tea_house_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_tea_house_02
- 8%:
add_domicile_building = japanese_garden_01If
has_domicile_building_or_higher = japanese_garden_01has_domicile_building_or_higher = japanese_manor_main_03
Then
add_domicile_building = japanese_garden_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_japanese_manor_building = {
if = {
limit = { free_external_domicile_building_slots >= 1 }
random_list = {
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_fields_01 }
}
add_domicile_building = japanese_fields_01
if = {
limit = {
has_domicile_building_or_higher = japanese_fields_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_fields_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_shrine_01 }
owner.house = { has_house_aspiration_parameter = unlocks_japanese_manor_shrine }
}
add_domicile_building = japanese_shrine_01
if = {
limit = {
has_domicile_building_or_higher = japanese_shrine_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_shrine_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_brewery_01 }
owner.house = { has_house_aspiration_parameter = unlocks_japanese_manor_brewery }
}
add_domicile_building = japanese_brewery_01
if = {
limit = {
has_domicile_building_or_higher = japanese_brewery_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_brewery_02
}
}
10 = {
trigger = {
owner = { government_has_mechanic = administrative }
NOT = { has_domicile_building_or_higher = japanese_archive_01 }
owner.house = { has_house_aspiration_parameter = unlocks_japanese_manor_archive }
}
add_domicile_building = japanese_archive_01
if = {
limit = {
has_domicile_building_or_higher = japanese_archive_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_archive_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_armory_01 }
owner.house = { has_house_aspiration_parameter = unlocks_japanese_manor_armory }
}
add_domicile_building = japanese_armory_01
if = {
limit = {
has_domicile_building_or_higher = japanese_armory_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_armory_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_watch_house_01 }
owner.house = { has_house_aspiration_parameter = unlocks_japanese_manor_watch_house }
}
add_domicile_building = japanese_watch_house_01
if = {
limit = {
has_domicile_building_or_higher = japanese_watch_house_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_watch_house_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_horse_pastures_01 }
}
add_domicile_building = japanese_horse_pastures_01
if = {
limit = {
has_domicile_building_or_higher = japanese_horse_pastures_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_horse_pastures_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_tea_plantation_01 }
}
add_domicile_building = japanese_tea_plantation_01
if = {
limit = {
has_domicile_building_or_higher = japanese_tea_plantation_01
has_domicile_building_or_higher = japanese_manor_main_03
}
add_domicile_building = japanese_tea_plantation_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = japanese_stables_01 }
}
add_domicile_building = japanese_stables_01
if = {As written in game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt.
The first 120 of its 170 lines; the rest is in game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt from line 251.
Where it is used
Every place in common/, events/ and history/ that calls add_random_external_japanese_manor_building.
Scripted effects (1)
Source: game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.