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

destroy_random_east_asian_estate_building_variable_effect

destroy_random_east_asian_estate_building_variable_effect = yes

game/common/scripted_effects/00_building_effects.txt, line 2166 (275 lines). No parameters.

destroy_random_east_asian_estate_building_variable_effect is a scripted effect in Crusader Kings III, written at line 2166 of its file. It takes no parameters: destroy_random_east_asian_estate_building_variable_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.

The comment above it in the file

Destroy building effects for chinese estates - In domicile scope

What it does

  • 1 of 33 things will happen:
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: Nothing else happens
    • 3%: 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_east_asian_estate_building_variable_effect = {
	save_scope_as = raid_domicile
	if = {
		limit = { has_variable = destroyed_building_variable }
		remove_variable = destroyed_building_variable
	}
	random_list = { # Which building?
		# Upgrades/internal buildings
		10 = { # living_quarters
			trigger = { has_domicile_building_or_higher = east_asian_estate_living_quarters_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 1
				months = 1
			}
		}
		10 = { # commander's study
			trigger = { has_domicile_building_or_higher = east_asian_estate_commander_study_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 2
				months = 1
			}
		}
		10 = { # office
			trigger = { has_domicile_building_or_higher = east_asian_estate_office_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 3
				months = 1
			}
		}
		10 = { # servants_quarters
			trigger = { has_domicile_building_or_higher = east_asian_estate_servants_quarters_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 4
				months = 1
			}
		}
		10 = { # library
			trigger = { has_domicile_building_or_higher = east_asian_estate_library_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 5
				months = 1
			}
		}
		10 = { # bath
			trigger = { has_domicile_building_or_higher = east_asian_estate_bath_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 6
				months = 1
			}
		}
		10 = { # guest_room
			trigger = { has_domicile_building_or_higher = east_asian_estate_guest_room_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 7
				months = 1
			}
		}
		10 = { # wine_cellar
			trigger = { has_domicile_building_or_higher = east_asian_estate_wine_cellar_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 8
				months = 1
			}
		}
		10 = { # courtyard
			trigger = { has_domicile_building_or_higher = east_asian_estate_courtyard_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 9
				months = 1
			}
		}
		10 = { # prison
			trigger = { has_domicile_building_or_higher = east_asian_estate_prison_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 10
				months = 1
			}
		}
		10 = { # reception_hall
			trigger = { has_domicile_building_or_higher = east_asian_estate_reception_hall_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 11
				months = 1
			}
		}
		10 = { # cabinet_of_curiosities
			trigger = { has_domicile_building_or_higher = east_asian_estate_cabinet_of_curiosities_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 12
				months = 1
			}
		}
		# External buildings
		10 = { # ancestral shrine
			trigger = { has_domicile_building_or_higher = east_asian_estate_ancestral_shrine_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 13
				months = 1
			}
		}
		10 = { # pagoda
			trigger = { has_domicile_building_or_higher = east_asian_estate_temple_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 14
				months = 1
			}

As written in game/common/scripted_effects/00_building_effects.txt.

The first 120 of its 275 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 2166.

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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