Scripted effect
destroy_random_building_variable_effect
destroy_random_building_variable_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 1114 (380 lines). No parameters.
destroy_random_building_variable_effect is a scripted effect in Crusader Kings III, written at line 1114 of its file. It takes no parameters: destroy_random_building_variable_effect = yes. The game's script calls it in 10 places, among them Border Raid (casus belli), Border Raid against the Roman Empire (casus belli) and Pillaging Foray (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/00_building_effects.txt.
What it does
- 1 of 46 things will happen:
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 0%: Nothing else happens
- 0%: Nothing else happens
- 0%: Nothing else happens
- 0%: Nothing else happens
- 0%: Nothing else happens
- 0%: Nothing else happens
- 0%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
- 4%: Nothing else happens
• 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)
destroy_random_building_variable_effect = { # Province scope
save_scope_as = raid_province
if = {
limit = { has_variable = destroyed_building_variable }
remove_variable = destroyed_building_variable
}
random_list = { # Which building?
# Generic/Terrain
10 = { # outposts : Cheap
trigger = { has_building_or_higher = outposts_01 }
set_variable = {
name = destroyed_building_variable
value = 0
months = 1
}
}
10 = { # logging_camps : Cheap
trigger = { has_building_or_higher = logging_camps_01 }
set_variable = {
name = destroyed_building_variable
value = 1
months = 1
}
}
10 = { # peat_quarries : Cheap
trigger = { has_building_or_higher = peat_quarries_01 }
set_variable = {
name = destroyed_building_variable
value = 2
months = 1
}
}
10 = { # hill_forts : Cheap
trigger = { has_building_or_higher = hill_forts_01 }
set_variable = {
name = destroyed_building_variable
value = 3
months = 1
}
}
10 = { # plantations : Cheap
trigger = { has_building_or_higher = plantations_01 }
set_variable = {
name = destroyed_building_variable
value = 4
months = 1
}
}
10 = { # quarries : Cheap
trigger = { has_building_or_higher = quarries_01 }
set_variable = {
name = destroyed_building_variable
value = 5
months = 1
}
}
10 = { # hunting_grounds : Cheap
trigger = { has_building_or_higher = hunting_grounds_01 }
set_variable = {
name = destroyed_building_variable
value = 6
months = 1
}
}
10 = { # military_camps : Cheap
trigger = { has_building_or_higher = military_camps_01 }
set_variable = {
name = destroyed_building_variable
value = 7
months = 1
}
}
10 = { # horse_pastures : Cheap
trigger = { has_building_or_higher = horse_pastures_01 }
set_variable = {
name = destroyed_building_variable
value = 8
months = 1
}
}
10 = { # hillside_grazing : Cheap
trigger = { has_building_or_higher = hillside_grazing_01 }
set_variable = {
name = destroyed_building_variable
value = 9
months = 1
}
}
10 = { # warrior_lodges : Cheap
trigger = { has_building_or_higher = warrior_lodges_01 }
set_variable = {
name = destroyed_building_variable
value = 10
months = 1
}
}
2 = { # pastures : Normal
trigger = { has_building_or_higher = pastures_01 }
set_variable = {
name = destroyed_building_variable
value = 11
months = 1
}
}
2 = { # ramparts : Normal
trigger = { has_building_or_higher = ramparts_01 }
set_variable = {
name = destroyed_building_variable
value = 12
months = 1
}
}
2 = { # curtain_walls : Normal
trigger = { has_building_or_higher = curtain_walls_01 }
set_variable = {
name = destroyed_building_variable
value = 13
months = 1
}
}As written in game/common/scripted_effects/00_building_effects.txt.
The first 120 of its 380 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 1114.
Where it is used
Every place in common/, events/ and history/ that calls destroy_random_building_variable_effect.
Events (4)
- Flickering Flames
ep3_story_cycle_harrying.1015 - raiding.0040
- The Fire Spreading
bp3_survey.1040 - Unmanageable Miscreants
tournament_events.1290
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.