Scripted effect · All Under Heaven files
natural_disaster_save_base_scopes_effect
natural_disaster_save_base_scopes_effect = yesgame/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 846 (5 lines). No parameters.
natural_disaster_save_base_scopes_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 846 of its file. It takes no parameters: natural_disaster_save_base_scopes_effect = yes. The game's script calls it in 6 places, among them … Earthquake (situation), … Flood (situation) and …: Aftermath (event natural_disaster.8003). 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
Save base useful event scopes
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (5 lines of game script)
natural_disaster_save_base_scopes_effect = {
situation_center_province.county ?= { save_scope_as = epicenter_county }
var:river_region ?= { save_scope_as = river_region }
scope:situation_sub_region ?= { save_scope_as = situation_sub_region }
}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_save_base_scopes_effect.
Situations (2)
Events (4)
- …: Aftermath
natural_disaster.8003 - …: High Water Mark
natural_disaster.8001 - …: Ongoing Impact
natural_disaster.8002 - natural_disaster.9001
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.