Scripted effect · Khans of the Steppe files
upgrade_random_yurt_external_building_effect
upgrade_random_yurt_external_building_effect = yesgame/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 5228 (82 lines). No parameters.
upgrade_random_yurt_external_building_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 5228 of its file. It takes no parameters: upgrade_random_yurt_external_building_effect = yes. The game's script calls it in 4 places, among them Chaotic Succession: Tributary Usurpation (event mpo_chaotic_kurultai_succession.0002), on_game_start_after_lobby (on action) and on_title_gain (on action). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
The comment above it in the file
Called from game start on action Limited to lvl 3 to offer more variety and prevent startup errors inside domicile scope
What it does
- 1 of 6 things will happen:
- 67% › Depending on has domicile building:
- When has domicile building is herd welfare yurt 01:
add_domicile_building = herd_welfare_yurt_02
- When has domicile building is herd welfare yurt 02:
add_domicile_building = herd_welfare_yurt_03
- When has domicile building is herd welfare yurt 01:
- 7% › Depending on has domicile building:
- When has domicile building is character warfare yurt 01:
add_domicile_building = character_warfare_yurt_02
- When has domicile building is character warfare yurt 02:
add_domicile_building = character_warfare_yurt_03
- When has domicile building is character warfare yurt 01:
- 7% › Depending on has domicile building:
- When has domicile building is mass warfare yurt 01:
add_domicile_building = mass_warfare_yurt_02
- When has domicile building is mass warfare yurt 02:
add_domicile_building = mass_warfare_yurt_03
- When has domicile building is mass warfare yurt 01:
- 7% › Depending on has domicile building:
- When has domicile building is court yurt 01:
add_domicile_building = court_yurt_02
- When has domicile building is court yurt 02:
add_domicile_building = court_yurt_03
- When has domicile building is court yurt 01:
- 7% › Depending on has domicile building:
- When has domicile building is family yurt 01:
add_domicile_building = family_yurt_02
- When has domicile building is family yurt 02:
add_domicile_building = family_yurt_03
- When has domicile building is family yurt 01:
- 7% › Depending on has domicile building:
- When has domicile building is mystical yurt 01:
add_domicile_building = mystical_yurt_02
- When has domicile building is mystical yurt 02:
add_domicile_building = mystical_yurt_03
- When has domicile building is mystical yurt 01:
- 67% › Depending on has domicile building:
• 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 (82 lines of game script)
upgrade_random_yurt_external_building_effect = {
random_list = {
10 = {
trigger = {
has_domicile_building_or_higher = herd_welfare_yurt_01
NOT = {
has_domicile_building_or_higher = herd_welfare_yurt_03
}
}
switch = {
trigger = has_domicile_building
herd_welfare_yurt_01 = { add_domicile_building = herd_welfare_yurt_02 }
herd_welfare_yurt_02 = { add_domicile_building = herd_welfare_yurt_03 }
}
}
1 = {
trigger = {
has_domicile_building_or_higher = character_warfare_yurt_01
NOT = {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
switch = {
trigger = has_domicile_building
character_warfare_yurt_01 = { add_domicile_building = character_warfare_yurt_02 }
character_warfare_yurt_02 = { add_domicile_building = character_warfare_yurt_03 }
}
}
1 = {
trigger = {
has_domicile_building_or_higher = mass_warfare_yurt_01
NOT = {
has_domicile_building_or_higher = mass_warfare_yurt_03
}
}
switch = {
trigger = has_domicile_building
mass_warfare_yurt_01 = { add_domicile_building = mass_warfare_yurt_02 }
mass_warfare_yurt_02 = { add_domicile_building = mass_warfare_yurt_03 }
}
}
1 = {
trigger = {
has_domicile_building_or_higher = court_yurt_01
NOT = {
has_domicile_building_or_higher = court_yurt_03
}
}
switch = {
trigger = has_domicile_building
court_yurt_01 = { add_domicile_building = court_yurt_02 }
court_yurt_02 = { add_domicile_building = court_yurt_03 }
}
}
1 = {
trigger = {
has_domicile_building_or_higher = family_yurt_01
NOT = {
has_domicile_building_or_higher = family_yurt_03
}
}
switch = {
trigger = has_domicile_building
family_yurt_01 = { add_domicile_building = family_yurt_02 }
family_yurt_02 = { add_domicile_building = family_yurt_03 }
}
}
1 = {
trigger = {
has_domicile_building_or_higher = mystical_yurt_01
NOT = {
has_domicile_building_or_higher = mystical_yurt_03
}
}
switch = {
trigger = has_domicile_building
mystical_yurt_01 = { add_domicile_building = mystical_yurt_02 }
mystical_yurt_02 = { add_domicile_building = mystical_yurt_03 }
}
}
}
}As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls upgrade_random_yurt_external_building_effect.
Events (1)
- Chaotic Succession: Tributary Usurpation
mpo_chaotic_kurultai_succession.0002
On actions (the game's own hooks) (3)
- on_game_start_after_lobby
- on_title_gain
- three_year_playable_pulse
Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.