Scripted effect
laamp_clear_domicile_buildings_effect
laamp_clear_domicile_buildings_effect = yesgame/common/scripted_effects/00_laamp_effects.txt, line 817 (420 lines). No parameters.
laamp_clear_domicile_buildings_effect is a scripted effect in Crusader Kings III, written at line 817 of its file. It takes no parameters: laamp_clear_domicile_buildings_effect = yes. The game's script calls it in 1 place, among them destroy_laamp_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_laamp_effects.txt.
The comment above it in the file
Liquidate a camp to refund a portion of all its buildings.
What it does
- Their domicile:
If
has_domicile_building = camp_main_04
Then
remove_domicile_building = camp_main_04
If
has_domicile_building = camp_main_03
Then
remove_domicile_building = camp_main_03
If
has_domicile_building = camp_main_02
Then
remove_domicile_building = camp_main_02
If
has_domicile_building = camp_main_01
Then
remove_domicile_building = camp_main_01
If
has_domicile_building = supply_tent_sutler
Then
remove_domicile_building = supply_tent_sutler
If
has_domicile_building = supply_tent_mender
Then
remove_domicile_building = supply_tent_mender
If
has_domicile_building = supply_tent_smithy
Then
remove_domicile_building = supply_tent_smithy
If
has_domicile_building = supply_tent_arsenal
Then
remove_domicile_building = supply_tent_arsenal
If
has_domicile_building = supply_tent_reserve_provisions
Then
remove_domicile_building = supply_tent_reserve_provisions
If
has_domicile_building = supply_tent_reserve_water
Then
remove_domicile_building = supply_tent_reserve_water
If
has_domicile_building = supply_tent_climbing_gear
Then
remove_domicile_building = supply_tent_climbing_gear
If
has_domicile_building = supply_tent_subdued_gear
Then
remove_domicile_building = supply_tent_subdued_gear
If
has_domicile_building = supply_tent_06
Then
remove_domicile_building = supply_tent_06
If
has_domicile_building = supply_tent_05
Then
remove_domicile_building = supply_tent_05
If
has_domicile_building = supply_tent_04
Then
remove_domicile_building = supply_tent_04
If
has_domicile_building = supply_tent_03
Then
remove_domicile_building = supply_tent_03
If
has_domicile_building = supply_tent_02
Then
remove_domicile_building = supply_tent_02
If
has_domicile_building = supply_tent_01
Then
remove_domicile_building = supply_tent_01
If
has_domicile_building = barber_tent_surgeons_tools
Then
remove_domicile_building = barber_tent_surgeons_tools
If
has_domicile_building = barber_tent_dentists_tools
Then
remove_domicile_building = barber_tent_dentists_tools
If
has_domicile_building = barber_tent_torturers_tools
Then
remove_domicile_building = barber_tent_torturers_tools
If
has_domicile_building = barber_tent_reference_corpus
Then
remove_domicile_building = barber_tent_reference_corpus
If
has_domicile_building = barber_tent_morticians_tools
Then
remove_domicile_building = barber_tent_morticians_tools
If
has_domicile_building = barber_tent_06
Then
remove_domicile_building = barber_tent_06
If
has_domicile_building = barber_tent_05
Then
remove_domicile_building = barber_tent_05
If
has_domicile_building = barber_tent_04
Then
remove_domicile_building = barber_tent_04
If
has_domicile_building = barber_tent_03
Then
remove_domicile_building = barber_tent_03
If
has_domicile_building = barber_tent_02
Then
- … (more in the script below)
- … (more in the script below)
• 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)
laamp_clear_domicile_buildings_effect = {
domicile ?= {
if = {
limit = { has_domicile_building = camp_main_04 }
remove_domicile_building = camp_main_04
}
if = {
limit = { has_domicile_building = camp_main_03 }
remove_domicile_building = camp_main_03
}
if = {
limit = { has_domicile_building = camp_main_02 }
remove_domicile_building = camp_main_02
}
if = {
limit = { has_domicile_building = camp_main_01 }
remove_domicile_building = camp_main_01
}
if = {
limit = { has_domicile_building = supply_tent_sutler }
remove_domicile_building = supply_tent_sutler
}
if = {
limit = { has_domicile_building = supply_tent_mender }
remove_domicile_building = supply_tent_mender
}
if = {
limit = { has_domicile_building = supply_tent_smithy }
remove_domicile_building = supply_tent_smithy
}
if = {
limit = { has_domicile_building = supply_tent_arsenal }
remove_domicile_building = supply_tent_arsenal
}
if = {
limit = { has_domicile_building = supply_tent_reserve_provisions }
remove_domicile_building = supply_tent_reserve_provisions
}
if = {
limit = { has_domicile_building = supply_tent_reserve_water }
remove_domicile_building = supply_tent_reserve_water
}
if = {
limit = { has_domicile_building = supply_tent_climbing_gear }
remove_domicile_building = supply_tent_climbing_gear
}
if = {
limit = { has_domicile_building = supply_tent_subdued_gear }
remove_domicile_building = supply_tent_subdued_gear
}
if = {
limit = { has_domicile_building = supply_tent_06 }
remove_domicile_building = supply_tent_06
}
if = {
limit = { has_domicile_building = supply_tent_05 }
remove_domicile_building = supply_tent_05
}
if = {
limit = { has_domicile_building = supply_tent_04 }
remove_domicile_building = supply_tent_04
}
if = {
limit = { has_domicile_building = supply_tent_03 }
remove_domicile_building = supply_tent_03
}
if = {
limit = { has_domicile_building = supply_tent_02 }
remove_domicile_building = supply_tent_02
}
if = {
limit = { has_domicile_building = supply_tent_01 }
remove_domicile_building = supply_tent_01
}
if = {
limit = { has_domicile_building = barber_tent_surgeons_tools }
remove_domicile_building = barber_tent_surgeons_tools
}
if = {
limit = { has_domicile_building = barber_tent_dentists_tools }
remove_domicile_building = barber_tent_dentists_tools
}
if = {
limit = { has_domicile_building = barber_tent_torturers_tools }
remove_domicile_building = barber_tent_torturers_tools
}
if = {
limit = { has_domicile_building = barber_tent_reference_corpus }
remove_domicile_building = barber_tent_reference_corpus
}
if = {
limit = { has_domicile_building = barber_tent_morticians_tools }
remove_domicile_building = barber_tent_morticians_tools
}
if = {
limit = { has_domicile_building = barber_tent_06 }
remove_domicile_building = barber_tent_06
}
if = {
limit = { has_domicile_building = barber_tent_05 }
remove_domicile_building = barber_tent_05
}
if = {
limit = { has_domicile_building = barber_tent_04 }
remove_domicile_building = barber_tent_04
}
if = {
limit = { has_domicile_building = barber_tent_03 }
remove_domicile_building = barber_tent_03
}
if = {
limit = { has_domicile_building = barber_tent_02 }
remove_domicile_building = barber_tent_02
}
if = {
limit = { has_domicile_building = barber_tent_01 }
remove_domicile_building = barber_tent_01
}
if = {
limit = { has_domicile_building = baggage_train_ample_steeds }As written in game/common/scripted_effects/00_laamp_effects.txt.
The first 120 of its 420 lines; the rest is in game/common/scripted_effects/00_laamp_effects.txt from line 817.
Where it is used
Every place in common/, events/ and history/ that calls laamp_clear_domicile_buildings_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_laamp_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.