Scripted effect
get_random_location_effect
get_random_location_effect = yesgame/common/scripted_effects/00_scripted_effects.txt, line 109 (49 lines). No parameters.
get_random_location_effect is a scripted effect in Crusader Kings III, written at line 109 of its file. It takes no parameters: get_random_location_effect = yes. The game's script calls it in 1 place, among them Diametrically Opposed (event bp1_yearly.8040). Patch 1.20.1.2, from game/common/scripted_effects/00_scripted_effects.txt.
The comment above it in the file
For setting randomized event locales
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (49 lines of game script)
get_random_location_effect = {
hidden_effect = {
random_list = {
1 = { # Library
trigger = {
NOT = { government_has_flag = government_is_tribal }
}
set_variable = {
name = random_location
value = 0
}
}
1 = { # Garden
set_variable = {
name = random_location
value = 1
}
}
1 = { # Corridor
set_variable = {
name = random_location
value = 2
}
}
1 = { # Council Chamber
trigger = {
NOT = { government_has_flag = government_is_tribal }
}
set_variable = {
name = random_location
value = 3
}
}
1 = { # Throne Room
set_variable = {
name = random_location
value = 4
}
}
1 = { # War Camp
trigger = { is_in_army = yes }
set_variable = {
name = random_location
value = 5
}
}
}
}
}As written in game/common/scripted_effects/00_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls get_random_location_effect.
Events (1)
- Diametrically Opposed
bp1_yearly.8040
Source: game/common/scripted_effects/00_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.