Scripted effect
destroy_random_estate_building_variable_effect
destroy_random_estate_building_variable_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 1761 (226 lines). No parameters.
destroy_random_estate_building_variable_effect is a scripted effect in Crusader Kings III, written at line 1761 of its file. It takes no parameters: destroy_random_estate_building_variable_effect = yes. The game's script calls it in 3 places, among them scheme_critical_moments.8031 (event), ep3_governor_8020_fail_effect (local effect) and on_title_lost (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_building_effects.txt.
What it does
- 1 of 27 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
- 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
- 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_estate_building_variable_effect = { # Domicile scope
save_scope_as = raid_domicile
if = {
limit = { has_variable = destroyed_building_variable }
remove_variable = destroyed_building_variable
}
random_list = { # Which building?
# Generic/Terrain
10 = { # barracks : Normal
trigger = { has_domicile_building_or_higher = barracks_01 }
set_variable = {
name = destroyed_building_variable
value = 0
months = 1
}
}
10 = { # watchtower : Normal
trigger = { has_domicile_building_or_higher = watchtower_01 }
set_variable = {
name = destroyed_building_variable
value = 1
months = 1
}
}
10 = { # guardhouse : Normal
trigger = { has_domicile_building_or_higher = guardhouse_01 }
set_variable = {
name = destroyed_building_variable
value = 2
months = 1
}
}
10 = { # garden : Normal
trigger = { has_domicile_building_or_higher = garden_01 }
set_variable = {
name = destroyed_building_variable
value = 3
months = 1
}
}
10 = { # stable : Normal
trigger = { has_domicile_building_or_higher = stable_01 }
set_variable = {
name = destroyed_building_variable
value = 4
months = 1
}
}
10 = { # workshop : Normal
trigger = { has_domicile_building_or_higher = workshop_01 }
set_variable = {
name = destroyed_building_variable
value = 5
months = 1
}
}
10 = { # storage : Normal
trigger = { has_domicile_building_or_higher = storage_01 }
set_variable = {
name = destroyed_building_variable
value = 6
months = 1
}
}
10 = { # market : Normal
trigger = { has_domicile_building_or_higher = market_01 }
set_variable = {
name = destroyed_building_variable
value = 7
months = 1
}
}
10 = { # grazing_land : Normal
trigger = { has_domicile_building_or_higher = grazing_land_01 }
set_variable = {
name = destroyed_building_variable
value = 8
months = 1
}
}
10 = { # grain_field : Normal
trigger = { has_domicile_building_or_higher = grain_field_01 }
set_variable = {
name = destroyed_building_variable
value = 9
months = 1
}
}
10 = { # living_quarters : Normal
trigger = { has_domicile_building_or_higher = living_quarters_01 }
set_variable = {
name = destroyed_building_variable
value = 10
months = 1
}
}
10 = { # vineyard : Normal
trigger = { has_domicile_building_or_higher = vineyard_01 }
set_variable = {
name = destroyed_building_variable
value = 11
months = 1
}
}
10 = { # olive : Normal
trigger = { has_domicile_building_or_higher = olive_01 }
set_variable = {
name = destroyed_building_variable
value = 12
months = 1
}
}
10 = { # temple : Normal
trigger = { has_domicile_building_or_higher = temple_small_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 226 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 1761.
Where it is used
Every place in common/, events/ and history/ that calls destroy_random_estate_building_variable_effect.
Events (1)
Scripted effects inside an event file (1)
- ep3_governor_8020_fail_effect
On actions (the game's own hooks) (1)
- on_title_lost
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.