Scripted effect
move_to_pool_effect
move_to_pool_effect = yesgame/common/scripted_effects/00_courtier_guest_management_effects.txt, line 381 (34 lines). No parameters.
move_to_pool_effect is a scripted effect in Crusader Kings III, written at line 381 of its file. It takes no parameters: move_to_pool_effect = yes. The game's script calls it in 4 places, among them courtier_guest_management.0101 (event), courtier_guest_management.0500 (event) and rehome_noble_families_to_compatible_liege_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.
What it does
- Their host:
remove_courtier_or_guest = scope:mover
• 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 (34 lines of game script)
move_to_pool_effect = {
save_temporary_scope_as = mover
###TOOLTIP FOR HOST###
show_as_tooltip = {
this.host = { remove_courtier_or_guest = scope:mover }
}
###MOVE OR FIND FALLBACK DESTINATION###
if = {
limit = {
exists = scope:destination
}
set_variable = {
name = last_visited_ruler
value = this.host
days = 3650
}
every_traveling_family_member = {
limit = {
NOT = { is_in_pool_at = scope:destination }
is_ruler = no
trigger_if = {
limit = {
exists = scope:mover.host
is_child_of = scope:mover.host
is_adult = no
}
dynasty != scope:mover.host.dynasty
}
}
hidden_effect = { move_to_pool_at = scope:destination }
}
}
}As written in game/common/scripted_effects/00_courtier_guest_management_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls move_to_pool_effect.
Source: game/common/scripted_effects/00_courtier_guest_management_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.