Scripted effect · Roads to Power files
ep3_adventurer_ai_war_find_target_effect
ep3_adventurer_ai_war_find_target_effect = yesgame/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.