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

fallback_move_to_pool_effect

fallback_move_to_pool_effect = yes

game/common/scripted_effects/00_courtier_guest_management_effects.txt, line 83 (27 lines). No parameters.

fallback_move_to_pool_effect is a scripted effect in Crusader Kings III, written at line 83 of its file. It takes no parameters: fallback_move_to_pool_effect = yes. The game's script calls it in 1 place, among them courtier_guest_management.2001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.

What it does

• 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 (27 lines of game script)
fallback_move_to_pool_effect = {
	save_temporary_scope_as = mover
	if = {
		limit = { exists = host }
		set_variable = {
			name = last_visited_ruler
			value = this.host
			days = 1825
		}
	}
	else = { #I.e. if we're in the pool
		set_variable = {
			name = last_visited_ruler
			value = dummy_female #Because you must have a character value to compare it with another
			days = 1825
		}
	}

	select_fallback_pool_to_move_to_effect = yes

	every_traveling_family_member = {
		limit = {
			NOT = { is_in_pool_at = scope:destination }
		}
		move_to_pool_at = scope:destination
	}
}

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

Where it is used

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

Source: game/common/scripted_effects/00_courtier_guest_management_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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