CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

mongol_invasion_county_looting_chance_effect

mongol_invasion_county_looting_chance_effect = yes

game/common/scripted_effects/00_war_effects.txt, line 2556 (52 lines). No parameters.

mongol_invasion_county_looting_chance_effect is a scripted effect in Crusader Kings III, written at line 2556 of its file. It takes no parameters: mongol_invasion_county_looting_chance_effect = yes. The game's script calls it in 1 place, among them Mongol Realm Invasion (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/00_war_effects.txt.

What it does

  • If

    • NOT = { holder = scope:attacker }

    Then

    • …% chance of › scope:attacker:
      • If

        • scope:county.development_level >= 1

        Then

        • add_gold = { add = scope:county.development_level multiply = 5 }
      • If dread less than 150: Dread +2
      • scope:county.holder › scope:county:

• 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 (52 lines of game script)
mongol_invasion_county_looting_chance_effect = {
	save_temporary_scope_as = county
	if = {
		limit = {
			NOR = {
				exists = var:looted_by_mongols
				holder = scope:attacker
			}
		}
		random = {
			chance = scope:attacker.martial
			# Each County should only be devastated once
			set_variable = {
				name = looted_by_mongols
				value = yes
			}
			# Send a message (and gold!) to the Mongol Emperor
			scope:attacker = {
				send_interface_message = {
					type = event_war_bad
					title = mongols_sieged_county.t
					left_icon = scope:county.holder
					right_icon = scope:county
					if = {
						limit = {
							scope:county.development_level >= 1
						}
						add_gold = {
							add = scope:county.development_level
							multiply = 5
						}
					}
					if = {
						limit = { dread < 150 }
						add_dread = 2
					}
				}
				save_scope_as = mongol_emperor
				# Send a message to the County's owner
				scope:county.holder = {
					send_interface_message = {
						type = event_war_bad
						title = mongols_sieged_county.t
						left_icon = scope:mongol_emperor
						right_icon = scope:county
						scope:county = { mongols_devastate_county_effect = yes }
					}
				}
			}
		}
	}
}

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

Where it is used

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

Casus belli (1)

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

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