Scripted effect
fallback_move_to_pool_effect
fallback_move_to_pool_effect = yesgame/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
select_fallback_pool_to_move_to_effect = yes- Every traveling family member:
- Where:
NOT = { is_in_pool_at = scope:destination }
move_to_pool_at = scope:destination
- Where:
• 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.
Events (1)
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.