CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

get_pressed_flower_species_effect

get_pressed_flower_species_effect = { LOCATION = … }

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 11812 (372 lines). Parameters: $LOCATION$.

get_pressed_flower_species_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 11812 of its file. A call passes 1 parameter: LOCATION. The game's script calls it in 5 places, among them A Beautiful Specimen (event hunt.5003), A Poetic Life: An Ephemeral … (event tgp_japan_yearly_events.1263) and Malingering Scent (event epidemic_events.5009). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

The comment above it in the file

What flower have we ruthlessly picked and pressed?

What it does

  • If

    a check the game hides

    Then

    • 1 of 22 things will happen:
      • 15%: Nothing else happens
      • 8%: Nothing else happens
      • 4%: Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens
      • 4% (base chance; changed in play): Nothing else happens

• 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)
get_pressed_flower_species_effect = {
	if = { #The hide hasn't been set yet, so we set it here (also works as backup)
		limit = {
			NOT = { exists = scope:flower_species }
		}
		random_list = {
			40 = {
				# they're everywhere
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_aster
				}
			}
			20 = {
				# they're everywhere
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_rose
				}
			}
			10 = {
				# they're everywhere, but rare
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_orchid
				}
			}
			10 = {
				# Europe or Asia
				modifier = {
					factor = 0
					$LOCATION$ = {
						NOR = {
							geographical_region = world_europe_south
							geographical_region = world_africa_north
							geographical_region = world_asia_minor
							geographical_region = world_middle_east
							geographical_region = world_steppe
						}
					}
				}
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_poppy
				}
			}
			10 = {
				# Asia
				modifier = {
					factor = 0
					$LOCATION$ = {
						NOR = {
							geographical_region = world_asia_minor
							geographical_region = world_middle_east
							geographical_region = world_steppe_west
						}
					}
				}
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_tulip
				}
			}
			10 = {
				# Mediterranean sea + arid Asia
				modifier = {
					factor = 0
					$LOCATION$ = {
						NOR = {
							geographical_region = world_europe_south
							geographical_region = world_africa_north
							geographical_region = world_asia_minor
							geographical_region = world_middle_east
							geographical_region = world_steppe
						}
					}
				}
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_crocus
				}
			}
			10 = {
				# Europe, North Africa + parts of Asia
				modifier = {
					factor = 0
					$LOCATION$ = {
						NOR = {
							geographical_region = world_europe
							geographical_region = world_africa_north
							geographical_region = world_asia_minor
							geographical_region = world_middle_east
							geographical_region = world_steppe
						}
					}
				}
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_narcissus
				}
			}
			10 = {
				# Africa + parts of Asia
				modifier = {
					factor = 0
					$LOCATION$ = {
						NOR = {
							geographical_region = world_india
							geographical_region = world_middle_east
							geographical_region = world_africa_west
							geographical_region = world_africa_east
						}
					}
				}
				save_scope_value_as = {
					name = flower_species
					value = flag:flower_type_hibiscus
				}
			}
			10 = {

As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

The first 120 of its 372 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 11812.

Where it is used

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

Events (4)

Source: game/common/scripted_effects/00_ep1_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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