Scripted effect
destroy_random_east_asian_estate_building_variable_effect
destroy_random_east_asian_estate_building_variable_effect = yesgame/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.