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

natural_disaster_ruler_start_effect

natural_disaster_ruler_start_effect = yes

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 261 (48 lines). No parameters.

natural_disaster_ruler_start_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 261 of its file. It takes no parameters: natural_disaster_ruler_start_effect = yes. The game's script calls it in 2 places, among them … Earthquake (situation) and … Flood (situation). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

The comment above it in the file

Requires the following scopes:
this = character
scope:situation
scope:situation_sub_region

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 (48 lines of game script)
natural_disaster_ruler_start_effect = {
	save_scope_as = ruler
	scope:situation.situation_center_province ?= {
		if = {
			limit = { scope:ruler = county.holder.top_liege }
			save_scope_as = disaster_province
		}
	}

	if = {
		limit = { NOT = { exists = scope:disaster_province } }
		scope:situation_sub_region = {
			random_situation_sub_region_county = {
				limit = { scope:ruler = holder.top_liege }
				title_province = {
					save_scope_as = disaster_province
				}
			}
		}
	}
	tgp_activate_catalyst_against_hegemon_effect = {
		HEGEMON = scope:ruler.top_liege
		CATALYST = catalyst_hegemon_natural_disaster
	}
	scope:situation = {
		switch = {
			trigger = situation_type
			natural_disaster_earthquake = {
				scope:ruler = { natural_disaster_start_great_project_effect = { TYPE = earthquake } }
			}
			natural_disaster_flood = {
				scope:ruler = { natural_disaster_start_great_project_effect = { TYPE = flood } }
			}
		}
	}
	scope:great_project ?= {
		set_variable = {
			name = situation
			value = scope:situation
		}
		scope:situation = { # Nested to prevent errors from non-existence
			add_to_variable_list = {
				name = great_projects
				target = scope:great_project
			}
		}
	}
}

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_ruler_start_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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