Scripted effect
lunatic_building_decision_effect
lunatic_building_decision_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 1287 (16 lines). No parameters.
lunatic_building_decision_effect is a scripted effect in Crusader Kings III, written at line 1287 of its file. It takes no parameters: lunatic_building_decision_effect = yes. The game's script calls it in 2 places, among them Build a Glass Monument (decision) and House of Greenery (event major_decisions.3001). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
scope:lunatic_province:add_special_building = special_greenhouse_01
- Gains the Nickname 'the … of Glass'
• 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 (16 lines of game script)
lunatic_building_decision_effect = {
scope:lunatic_province = {
set_variable = { #To unlock the building
name = variable_greenhouse
value = yes
}
hidden_effect = {
add_special_building_slot = special_greenhouse_01
}
add_special_building = special_greenhouse_01
#add_province_modifier = extra_building_slot
#add_building = special_greenhouse_01
}
give_nickname = nick_the_glass
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls lunatic_building_decision_effect.
Decisions (1)
Events (1)
- House of Greenery
major_decisions.3001
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.