Scripted effect
destroy_or_downgrade_temple_effect
destroy_or_downgrade_temple_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 2949 (18 lines). No parameters.
destroy_or_downgrade_temple_effect is a scripted effect in Crusader Kings III, written at line 2949 of its file. It takes no parameters: destroy_or_downgrade_temple_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_building_effects.txt.
What it does
If
has_building = temple_04
Then
remove_building = temple_04
Else if
has_building = temple_03
Then
remove_building = temple_03
Else if
has_building = temple_02
Then
remove_building = temple_02
Otherwise
remove_building = temple_01
• 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 (18 lines of game script)
destroy_or_downgrade_temple_effect = {
if = {
limit = { has_building = temple_04 }
remove_building = temple_04
hidden_effect = { add_building = temple_03 }
}
else_if = {
limit = { has_building = temple_03 }
remove_building = temple_03
hidden_effect = { add_building = temple_02 }
}
else_if = {
limit = { has_building = temple_02 }
remove_building = temple_02
hidden_effect = { add_building = temple_01 }
}
else = { remove_building = temple_01 }
}As written in game/common/scripted_effects/00_building_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_building_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.