CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

great_projects_ensure_unique_disaster_recovery_projects_effect

great_projects_ensure_unique_disaster_recovery_projects_effect = yes

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 432 (33 lines). No parameters.

great_projects_ensure_unique_disaster_recovery_projects_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 432 of its file. It takes no parameters: great_projects_ensure_unique_disaster_recovery_projects_effect = yes. The game's script calls it in 1 place, among them on_title_gain (on action). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_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 (33 lines of game script)
great_projects_ensure_unique_disaster_recovery_projects_effect = {
	save_scope_as = title_holder
	every_character_situation = {
		limit = { tgp_natural_disaster_situation_is_disaster_trigger = yes }
		every_great_project = {
			limit = {
				OR = {
					great_project_type = great_project_earthquake
					great_project_type = great_project_flood
				}
				great_project_owner = scope:title_holder
				var:situation = prev
			}
			add_to_list = recovery_projects
		}
		random_in_list = { # find the one to keep
			list = recovery_projects
			limit = { great_project_founder = scope:title_holder }
			alternative_limit = { great_project_founder.house = scope:title_holder.house }
			alternative_limit = { always = yes } # basically random
			save_scope_as = project_to_keep
		}
		every_in_list = { # destroy the rest
			list = recovery_projects
			limit = { this != scope:project_to_keep }
			cancel_great_project = this
		}
		every_in_list = { # clear list for next situation
			list = recovery_projects
			remove_from_list = recovery_projects
		}
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

Where it is used

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

On actions (the game's own hooks) (1)

  • on_title_gain

Source: game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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