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

natural_disaster_impact_effect

natural_disaster_impact_effect = yes

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 872 (65 lines). No parameters.

natural_disaster_impact_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 872 of its file. It takes no parameters: natural_disaster_impact_effect = yes. The game's script calls it in 4 places, among them …: Stricken Camp (event natural_disaster.5111), natural_disaster.5901 (event) and natural_disaster.5902 (event). 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 (65 lines of game script)
natural_disaster_impact_effect = {
	scope:situation = {
		switch = {
			trigger = situation_type
			natural_disaster_earthquake = {
				every_situation_county = {
					custom = every_disaster_county_custom
					change_county_control = natural_disaster_earthquake_control_loss_value
					if = {
						limit = { scope:situation.var:severity >= 2.5 }
						add_county_modifier = {
							modifier = tgp_natural_disaster_earthquake_3_county_modifier
							duration_desc = until_the_disaster_is_over
							years = 25
						}
					}
					else_if = {
						limit = { scope:situation.var:severity >= 1.5 }
						add_county_modifier = {
							modifier = tgp_natural_disaster_earthquake_2_county_modifier
							duration_desc = until_the_disaster_is_over
							years = 25
						}
					}
					else = {
						add_county_modifier = {
							modifier = tgp_natural_disaster_earthquake_1_county_modifier
							duration_desc = until_the_disaster_is_over
							years = 25
						}
					}
				}
			}
			natural_disaster_flood = {
				every_situation_county = {
					custom = every_disaster_county_custom
					change_county_control = natural_disaster_flood_control_loss_value
					if = {
						limit = { scope:situation.var:severity >= 2.5 }
						add_county_modifier = {
							modifier = tgp_natural_disaster_flood_3_county_modifier
							duration_desc = until_the_disaster_is_over
							years = 25
						}
					}
					else_if = {
						limit = { scope:situation.var:severity >= 1.5 }
						add_county_modifier = {
							modifier = tgp_natural_disaster_flood_2_county_modifier
							duration_desc = until_the_disaster_is_over
							years = 25
						}
					}
					else = {
						add_county_modifier = {
							modifier = tgp_natural_disaster_flood_1_county_modifier
							duration_desc = until_the_disaster_is_over
							years = 25
						}
					}
				}
			}
		}
	}
}

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 natural_disaster_impact_effect.

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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