Scripted effect
destroy_random_east_asian_estate_building_effect
destroy_random_east_asian_estate_building_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 2442 (172 lines). No parameters.
destroy_random_east_asian_estate_building_effect is a scripted effect in Crusader Kings III, written at line 2442 of its file. It takes no parameters: destroy_random_east_asian_estate_building_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 “destroyed building variable” (a variable the game's script sets) › Depending on destroyed building variable:
- When destroyed building variable is 1:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_living_quarters }
- When destroyed building variable is 2:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_commander_study }
- When destroyed building variable is 3:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_office }
- When destroyed building variable is 4:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_servants_quarters }
- When destroyed building variable is 5:
If
has_domicile_building_or_higher = east_asian_estate_library_education_03
Then
destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = east_asian_estate_library_education }
Otherwise
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_library }
- When destroyed building variable is 6:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_bath }
- When destroyed building variable is 7:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_guest_room }
- When destroyed building variable is 8:
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_wine_cellar }
- When destroyed building variable is 9:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_courtyard }
- When destroyed building variable is 10:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_prison }
- When destroyed building variable is 11:
destroy_or_downgrade_estate_building_5_effect = { BUILDING = east_asian_estate_reception_hall }
- When destroyed building variable is 12:
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_cabinet_of_curiosities }
- When destroyed building variable is 13:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_ancestral_shrine }
- When destroyed building variable is 14:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_temple }
- When destroyed building variable is 15:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_barracks }
- When destroyed building variable is 16:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_watchtower }
- When destroyed building variable is 18:
If
has_domicile_building_or_higher = east_asian_estate_garden_leisure_04
Then
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_leisure }
Else if
has_domicile_building_or_higher = east_asian_estate_garden_fruit_04
Then
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_fruit }
Otherwise
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_garden }
- When destroyed building variable is 19:
If
has_domicile_building_or_higher = east_asian_estate_stable_grand_04
Then
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_grand }
Else if
has_domicile_building_or_higher = east_asian_estate_stable_kennel_04
Then
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_kennel }
Otherwise
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_stable }
- When destroyed building variable is 20:
If
has_domicile_building_or_higher = east_asian_estate_workshop_carpenter_03
Then
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_carpenter }
Else if
has_domicile_building_or_higher = east_asian_estate_workshop_mason_03
Then
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_mason }
Else if
has_domicile_building_or_higher = east_asian_estate_workshop_textile_03
Then
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_textile }
Otherwise
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_workshop }
- When destroyed building variable is 21:
If
has_domicile_building_or_higher = east_asian_estate_storage_warehouse_03
Then
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_warehouse }
Else if
has_domicile_building_or_higher = east_asian_estate_storage_granary_03
Then
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_granary }
Otherwise
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_storage }
- When destroyed building variable is 22:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_market }
- When destroyed building variable is 23:
If
has_domicile_building_or_higher = east_asian_estate_horse_pasture_04
Then
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_horse_pasture }
Else if
has_domicile_building_or_higher = east_asian_estate_camel_pasture_04
Then
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_camel_pasture }
Else if
has_domicile_building_or_higher = east_asian_estate_elephant_pasture_04
Then
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_elephant_pasture }
Otherwise
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_grazing_land }
- When destroyed building variable is 25:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_rice_field }
- When destroyed building variable is 27:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_tea }
- When destroyed building variable is 28:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_health }
- When destroyed building variable is 29:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_silk }
- When destroyed building variable is 30:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_study }
- When destroyed building variable is 31:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_minister_office }
- When destroyed building variable is 32:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_movement_study }
- When destroyed building variable is 33:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_archive }
- When destroyed building variable is 34:
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_gate }
- When destroyed building variable is 35:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_taxation }
- When destroyed building variable is 36:
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_peasant_quarters }
- When destroyed building variable is 1:
• 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_east_asian_estate_building_effect = {
if = {
limit = { has_variable = destroyed_building_variable }
switch = {
trigger = var:destroyed_building_variable
1 = { # living_quarters
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_living_quarters }
}
2 = { # commander's study
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_commander_study }
}
3 = { # office
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_office }
}
4 = { # servants_quarters
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_servants_quarters }
}
5 = { # library
if = {
limit = { has_domicile_building_or_higher = east_asian_estate_library_education_03 }
destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = east_asian_estate_library_education }
}
else = {
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_library }
}
}
6 = { # bath
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_bath }
}
7 = { # guest_room
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_guest_room }
}
8 = { # wine_cellar
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_wine_cellar }
}
9 = { # courtyard
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_courtyard }
}
10 = { # prison
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_prison }
}
11 = { # reception_hall
destroy_or_downgrade_estate_building_5_effect = { BUILDING = east_asian_estate_reception_hall }
}
12 = { # cabinet_of_curiosities
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_cabinet_of_curiosities }
}
13 = { # ancestral shrine
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_ancestral_shrine }
}
14 = { # pagoda
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_temple }
}
15 = { # barracks
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_barracks }
}
16 = { # watchtower
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_watchtower }
}
18 = { # garden
if = {
limit = { has_domicile_building_or_higher = east_asian_estate_garden_leisure_04 }
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_leisure }
}
else_if = {
limit = { has_domicile_building_or_higher = east_asian_estate_garden_fruit_04 }
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_fruit }
}
else = {
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_garden }
}
}
19 = { # stable
if = {
limit = { has_domicile_building_or_higher = east_asian_estate_stable_grand_04 }
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_grand }
}
else_if = {
limit = { has_domicile_building_or_higher = east_asian_estate_stable_kennel_04 }
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_kennel }
}
else = {
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_stable }
}
}
20 = { # workshop
if = {
limit = { has_domicile_building_or_higher = east_asian_estate_workshop_carpenter_03 }
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_carpenter }
}
else_if = {
limit = { has_domicile_building_or_higher = east_asian_estate_workshop_mason_03 }
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_mason }
}
else_if = {
limit = { has_domicile_building_or_higher = east_asian_estate_workshop_textile_03 }
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_textile }
}
else = {
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_workshop }
}
}
21 = { # storage
if = {
limit = { has_domicile_building_or_higher = east_asian_estate_storage_warehouse_03 }
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_warehouse }
}
else_if = {
limit = { has_domicile_building_or_higher = east_asian_estate_storage_granary_03 }
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_granary }
}
else = {
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_storage }
}
}
22 = { # market
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_market }
}
23 = { # grazing_land
if = {As written in game/common/scripted_effects/00_building_effects.txt.
The first 120 of its 172 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 2442.
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.