Scripted effect
destroy_or_downgrade_tribal_building_effect
destroy_or_downgrade_tribal_building_effect = { BUILDING = … }game/common/scripted_effects/00_building_effects.txt, line 1105 (8 lines). Parameters: $BUILDING$.
destroy_or_downgrade_tribal_building_effect is a scripted effect in Crusader Kings III, written at line 1105 of its file. A call passes 1 parameter: BUILDING. The game's script calls it in 3 places, among them A Common Cause (event coronation_events.6011), laamp_base_contract_schemes_3661_duel_success_effect (local effect) and destroy_random_building_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_building_effects.txt.
The comment above it in the file
For stuff that has exactly _two_ levels of upgrades.
What it does
If
has_building = $BUILDING$_02
Then
remove_building = $BUILDING$_02
Otherwise
remove_building = $BUILDING$_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 (8 lines of game script)
destroy_or_downgrade_tribal_building_effect = {
if = {
limit = { has_building = $BUILDING$_02 }
remove_building = $BUILDING$_02
hidden_effect = { add_building = $BUILDING$_01 }
}
else = { remove_building = $BUILDING$_01 }
}As written in game/common/scripted_effects/00_building_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls destroy_or_downgrade_tribal_building_effect.
Events (1)
- A Common Cause
coronation_events.6011
Scripted effects inside an event file (1)
- laamp_base_contract_schemes_3661_duel_success_effect
Scripted effects (1)
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.