CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

ep3_adventurer_ai_war_find_target_effect

ep3_adventurer_ai_war_find_target_effect = yes

game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt, line 1685 (160 lines). No parameters.

ep3_adventurer_ai_war_find_target_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 1685 of its file. It takes no parameters: ep3_adventurer_ai_war_find_target_effect = yes. The game's script calls it in 1 place, among them story_adventurer_ai (story cycle). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt.

The comment above it in the file

Find a target for adventurer to attack

What it does

  • If

    • story_owner = { … }

    Then

    • story_owner = { … }
  • If a check the game hides passes: the same again (1 line)
    • story_owner = { … }

• 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)
ep3_adventurer_ai_war_find_target_effect = {
	save_scope_as = story
	set_variable = {
		name = remaining_contract_counter
		value = 0
	}
	set_variable = {
		name = remaining_employer_counter
		value = 0
	}
	story_owner.domicile.domicile_location = { save_scope_as = current_location }
	if = {
		limit = {
			story_owner = {
				has_realm_law = camp_purpose_legitimists
				any_claim = {
					holder = {
						ep3_adventurer_ai_valid_legitimist_target_trigger = { ADVENTURER = scope:story.story_owner }
					}
				}
			}
		}
		story_owner = {
			ordered_claim = {
				limit = {
					holder = {
						ep3_adventurer_ai_valid_legitimist_target_trigger = { ADVENTURER = scope:story.story_owner }
					}
				}
				order_by = tier
				holder = { save_scope_as = war_target }
			}
		}
	}
	else = {
		every_independent_ruler = {
			limit = {
				ep3_adventurer_ai_valid_war_target_trigger = { ADVENTURER = scope:story.story_owner }
			}
			add_to_list = potential_war_targets
		}
		random_in_list = {
			list = potential_war_targets
			limit = {
				save_temporary_scope_as = war_target_temp
				scope:story.story_owner = {
					any_claim = {
						holder ?= scope:war_target_temp 
						target_is_de_jure_liege_or_above = scope:war_target_temp.primary_title 
					}
				}
			}
			alternative_limit = {
				primary_title = {
					any_in_de_facto_hierarchy = {
						tier = tier_empire
						save_temporary_scope_as = war_target_title_temp
					}
				}
				scope:story.story_owner = {
					can_declare_war = {
						defender = scope:war_target_temp
						casus_belli = ep3_laamp_adventurer_empire_invasion
						target_titles = { scope:war_target_title_temp }
					}
				}
			}
			alternative_limit = {
				primary_title = {
					any_in_de_facto_hierarchy = {
						tier = tier_kingdom
						save_temporary_scope_as = war_target_title_temp
					}
				}
				scope:story.story_owner = {
					can_declare_war = {
						defender = scope:war_target_temp
						casus_belli = ep3_laamp_adventurer_kingdom_invasion
						target_titles = { scope:war_target_title_temp }
					}
				}
			}
			alternative_limit = {
				primary_title = {
					any_in_de_facto_hierarchy = {
						tier = tier_duchy
						save_temporary_scope_as = war_target_title_temp
					}
				}
				scope:story.story_owner = {
					can_declare_war = {
						defender = scope:war_target_temp
						casus_belli = ep3_laamp_adventurer_duchy_invasion
						target_titles = { scope:war_target_title_temp }
					}
				}
			}
			alternative_limit = {
				any_sub_realm_county = {
					count >= 1
					save_temporary_scope_as = war_target_title_temp
				}
			}
			weight = {
				base = 10000
				modifier = {
					add = {
						value = current_strength_with_allies_value
						multiply = -2
					}
				}
				modifier = {
					is_at_war = yes
					add = 250
				}
				modifier = {
					add = {
						value = "capital_county.squared_distance(scope:story.story_owner.domicile.domicile_location)"
						multiply = -1
					}

As written in game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt.

The first 120 of its 160 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt from line 1685.

Where it is used

Every place in common/, events/ and history/ that calls ep3_adventurer_ai_war_find_target_effect.

Story cycles (1)

  • story_adventurer_ai

Source: game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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