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

laamp_clear_inappropriate_buildings_effect

laamp_clear_inappropriate_buildings_effect = yes

game/common/scripted_effects/00_laamp_effects.txt, line 775 (40 lines). No parameters.

laamp_clear_inappropriate_buildings_effect is a scripted effect in Crusader Kings III, written at line 775 of its file. It takes no parameters: laamp_clear_inappropriate_buildings_effect = yes. The game's script calls it in 6 places, among them Explorers (law), Freebooters (law) and Legitimists (law). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_laamp_effects.txt.

The comment above it in the file

Remove any inappropriate building upgrades on camp purpose changing.

What it does

  • If

    • Their domicile:
      • One of these

        • has_domicile_building = supply_tent_reserve_provisions
        • or

          has_domicile_building = supply_tent_reserve_water
        • or

          has_domicile_building = supply_tent_climbing_gear
        • or

          has_domicile_building = supply_tent_subdued_gear
        • or

          has_domicile_building = barber_tent_reference_corpus
        • or

          has_domicile_building = barber_tent_morticians_tools
        • or

          has_domicile_building = baggage_train_siege_engineers
        • or

          has_domicile_building = baggage_train_scribes
        • or

          has_domicile_building = baggage_train_proof_of_claims
        • or

          has_domicile_building = baggage_train_ransom_cages
        • or

          has_domicile_building = baggage_train_negotiators
        • or

          has_domicile_building = baggage_train_ascetics
        • or

          has_domicile_building = camp_fire_local_hangers_on
        • or

          has_domicile_building = camp_fire_future_dreams
        • or

          has_domicile_building = camp_fire_nightly_debates
        • or

          has_domicile_building = camp_fire_juicy_rumors
        • or

          has_domicile_building = proving_grounds_lockwagon
        • or

          has_domicile_building = proving_grounds_martial_study
        • or

          has_domicile_building = proving_grounds_the_stick_game
        • or

          has_domicile_building = proving_grounds_bodyguard_drills
        • or

          has_domicile_building = camp_perimeter_extra_watch
        • or

          has_domicile_building = camp_perimeter_palisade
        • or

          has_domicile_building = camp_perimeter_ditch

    Then

  • Event ep3_laamps.1021

• 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 (40 lines of game script)
laamp_clear_inappropriate_buildings_effect = {
	# Warn that purpose-specific buildings will be demolished.
	if = {
		limit = {
			domicile = {
				OR = {
					has_domicile_building = supply_tent_reserve_provisions
					has_domicile_building = supply_tent_reserve_water
					has_domicile_building = supply_tent_climbing_gear
					has_domicile_building = supply_tent_subdued_gear
					has_domicile_building = barber_tent_reference_corpus
					has_domicile_building = barber_tent_morticians_tools
					has_domicile_building = baggage_train_siege_engineers
					has_domicile_building = baggage_train_scribes
					has_domicile_building = baggage_train_proof_of_claims
					has_domicile_building = baggage_train_ransom_cages
					has_domicile_building = baggage_train_negotiators
					has_domicile_building = baggage_train_ascetics
					has_domicile_building = camp_fire_local_hangers_on
					has_domicile_building = camp_fire_future_dreams
					has_domicile_building = camp_fire_nightly_debates
					has_domicile_building = camp_fire_juicy_rumors
					has_domicile_building = proving_grounds_lockwagon
					has_domicile_building = proving_grounds_martial_study
					has_domicile_building = proving_grounds_the_stick_game
					has_domicile_building = proving_grounds_bodyguard_drills
					has_domicile_building = camp_perimeter_extra_watch
					has_domicile_building = camp_perimeter_palisade
					has_domicile_building = camp_perimeter_ditch
				}
			}
		}
		custom_tooltip = laamp_clear_inappropriate_buildings_effect.tt.buildings_may_be_lost
	}
	# Aaaand then queue our demolition.
	trigger_event = {
		id = ep3_laamps.1021
		delayed = yes
	}
}

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

Where it is used

Every place in common/, events/ and history/ that calls laamp_clear_inappropriate_buildings_effect.

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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