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

laamp_clear_domicile_buildings_effect

laamp_clear_domicile_buildings_effect = yes

game/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.

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