CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

add_random_internal_japanese_manor_building

add_random_internal_japanese_manor_building = yes

game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt, line 422 (70 lines). No parameters.

add_random_internal_japanese_manor_building is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 422 of its file. It takes no parameters: add_random_internal_japanese_manor_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/10_dlc_tgp_japan_scripted_effects.txt.

What it does

  • 1 of 6 things will happen:
    • 17%:
      • add_domicile_building = japanese_main_tax_collectors_01
      • If

        • has_domicile_building = japanese_manor_main_03

        Then

        • add_domicile_building = japanese_main_tax_collectors_02
    • 17%:
      • add_domicile_building = japanese_main_carpenter_01
      • If

        • has_domicile_building = japanese_manor_main_03

        Then

        • add_domicile_building = japanese_main_carpenter_02
    • 17%:
      • add_domicile_building = sarugaku_stage_01
      • If

        • has_domicile_building = japanese_manor_main_03

        Then

        • add_domicile_building = sarugaku_stage_02
    • 17%:
      • add_domicile_building = japanese_manor_office_01
      • If

        • has_domicile_building = japanese_manor_main_03

        Then

        • add_domicile_building = japanese_manor_office_02
    • 17%:
      • add_domicile_building = japanese_manor_servants_quarters_01
      • If

        • has_domicile_building = japanese_manor_main_03

        Then

        • add_domicile_building = japanese_manor_servants_quarters_02
    • 17%:
      • add_domicile_building = japanese_manor_library_confucian_01
      • If

        • has_domicile_building = japanese_manor_main_03

        Then

        • add_domicile_building = japanese_manor_library_confucian_02

• 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 (70 lines of game script)
add_random_internal_japanese_manor_building = {
	random_list = {
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = japanese_main_tax_collectors_01 }
				domicile_building_has_free_internal_slot = japanese_manor_main_01
			}
			add_domicile_building = japanese_main_tax_collectors_01
			if = {
				limit = { has_domicile_building = japanese_manor_main_03 }
				add_domicile_building = japanese_main_tax_collectors_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = japanese_main_carpenter_01 }
				domicile_building_has_free_internal_slot = japanese_manor_main_01
			}
			add_domicile_building = japanese_main_carpenter_01
			if = {
				limit = { has_domicile_building = japanese_manor_main_03 }
				add_domicile_building = japanese_main_carpenter_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = sarugaku_stage_01 }
				domicile_building_has_free_internal_slot = japanese_manor_main_01
			}
			add_domicile_building = sarugaku_stage_01
			if = {
				limit = { has_domicile_building = japanese_manor_main_03 }
				add_domicile_building = sarugaku_stage_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = japanese_manor_office_01 }
				domicile_building_has_free_internal_slot = japanese_manor_main_01
			}
			add_domicile_building = japanese_manor_office_01
			if = {
				limit = { has_domicile_building = japanese_manor_main_03 }
				add_domicile_building = japanese_manor_office_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = japanese_manor_servants_quarters_01 }
				domicile_building_has_free_internal_slot = japanese_manor_main_01
			}
			add_domicile_building = japanese_manor_servants_quarters_01
			if = {
				limit = { has_domicile_building = japanese_manor_main_03 }
				add_domicile_building = japanese_manor_servants_quarters_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = japanese_manor_library_confucian_01 }
				domicile_building_has_free_internal_slot = japanese_manor_main_01
			}
			add_domicile_building = japanese_manor_library_confucian_01
			if = {
				limit = { has_domicile_building = japanese_manor_main_03 }
				add_domicile_building = japanese_manor_library_confucian_02
			}
		}
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls add_random_internal_japanese_manor_building.

On actions (the game's own hooks) (1)

  • on_game_start_after_lobby

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.

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