Scripted effect · Roads to Power files
add_random_internal_estate_building
add_random_internal_estate_building = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 13170 (104 lines). No parameters.
add_random_internal_estate_building is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 13170 of its file. It takes no parameters: add_random_internal_estate_building = yes. The game's script calls it in 2 places, among them on_game_start_after_lobby (on action) and set_up_domicile_estate_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
- 1 of 10 things will happen:
- 10%:
add_domicile_building = servants_quarters_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = servants_quarters_02
- 10%:
add_domicile_building = library_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = library_02
- 10%:
add_domicile_building = bath_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = bath_02
- 10%:
add_domicile_building = courtyard_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = courtyard_02
- 10%:
add_domicile_building = prison_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = prison_02
- 10%:
add_domicile_building = living_quarters_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = living_quarters_02
- 10%:
add_domicile_building = trophy_room_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = trophy_room_02
- 10%:
add_domicile_building = office_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = office_02
- 10%:
add_domicile_building = guest_room_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = guest_room_02
- 10%:
add_domicile_building = wine_cellar_01If
has_domicile_building = estate_main_03
Then
add_domicile_building = wine_cellar_02
- 10%:
• 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 (104 lines of game script)
add_random_internal_estate_building = {
random_list = {
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = servants_quarters_01 }
}
add_domicile_building = servants_quarters_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = servants_quarters_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = library_01 }
}
add_domicile_building = library_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = library_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = bath_01 }
}
add_domicile_building = bath_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = bath_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = courtyard_01 }
}
add_domicile_building = courtyard_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = courtyard_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = prison_01 }
}
add_domicile_building = prison_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = prison_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = living_quarters_01 }
}
add_domicile_building = living_quarters_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = living_quarters_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = trophy_room_01 }
}
add_domicile_building = trophy_room_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = trophy_room_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = office_01 }
}
add_domicile_building = office_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = office_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = guest_room_01 }
}
add_domicile_building = guest_room_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = guest_room_02
}
}
10 = {
trigger = {
NOT = { has_domicile_building_or_higher = wine_cellar_01 }
}
add_domicile_building = wine_cellar_01
if = {
limit = { has_domicile_building = estate_main_03 }
add_domicile_building = wine_cellar_02
}
}
}
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_random_internal_estate_building.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Scripted effects (1)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.