Scripted effect
find_title_for_almohad_spawn_effect
find_title_for_almohad_spawn_effect = yesgame/common/scripted_effects/00_almohad_invasion_effects.txt, line 1 (96 lines). No parameters.
find_title_for_almohad_spawn_effect is a scripted effect in Crusader Kings III, written at line 1 of its file. It takes no parameters: find_title_for_almohad_spawn_effect = yes. The game's script calls it in 1 place, among them almohad.0001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_almohad_invasion_effects.txt.
What it does
- Otherwise › Maghreb:
- One random in de jure hierarchy:
- Only some of them (the filter is in the script below)
continue = { tier > tier_county }
- One random in de jure hierarchy:
- Otherwise:
scope:almohad_county:set_county_faith = faith:masmudi
scope:almohad_county.holder:- If played by a person: Event almohad.1001
- Every liege or above:
- Where: Is played by a person
- Event almohad.1001
- Event almohad.0002 (after 400–1000 days)
• 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 (96 lines of game script)
find_title_for_almohad_spawn_effect = {
if = { # The important thing is to not mess too much with players who can't resist
limit = {
title:c_tinmallal = {
holder = { is_ai = yes }
OR = {
NOT = { exists = duchy.holder }
duchy.holder = { is_ai = yes }
}
}
}
title:c_tinmallal = {
save_scope_as = almohad_county
}
}
else = {
title:k_maghreb = {
random_in_de_jure_hierarchy = {
continue = { tier > tier_county }
limit = {
tier = tier_county
holder = { is_ai = yes } # Let's not murder players
NOT = { this = title:c_marrakesh }
save_temporary_scope_as = potential_almohad_county
# If someone holds k_maghreb, put the Almohads in their realm
trigger_if = {
limit = { exists = title:k_maghreb.holder }
title:k_maghreb.holder = {
OR = {
this = scope:potential_almohad_county.holder
any_sub_realm_county = {
this = scope:potential_almohad_county
}
}
}
}
# Either this should be the holder's only title, or it should NOT be their capital
trigger_if = {
limit = {
holder = {
any_sub_realm_county = { count > 1 }
}
}
this != holder.capital_county
}
}
weight = {
base = 1
# Prefer already Muslim counties
modifier = {
add = 5
religion = religion:islam_religion
}
# Massively prefer to avoid a player-held Duchies if possible
modifier = {
factor = 0.01
exists = duchy.holder
duchy.holder = { is_ai = no }
}
}
save_scope_as = almohad_county
}
}
}
if = { # Discard stuff from here on out
limit = { NOT = { exists = scope:almohad_county } }
debug_log = "No Almohad title found, Almohad's won't spawn"
}
# Convert the County and warn relevant people
else = {
set_global_variable = {
name = spawned_almohads
value = yes
}
scope:almohad_county = {
set_county_faith = faith:masmudi
}
scope:almohad_county.holder = {
if = {
limit = {
is_ai = no
}
trigger_event = almohad.1001
}
every_liege_or_above = {
limit = { is_ai = no }
trigger_event = almohad.1001
}
}
trigger_event = { # Random amount of time to convert the province or otherwise prepare
id = almohad.0002
days = { 400 1000 }
}
}
}As written in game/common/scripted_effects/00_almohad_invasion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls find_title_for_almohad_spawn_effect.
Events (1)
Source: game/common/scripted_effects/00_almohad_invasion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.