CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

destroy_random_east_asian_estate_building_effect

destroy_random_east_asian_estate_building_effect = yes

game/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

• 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.

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