Scripted effect · All Under Heaven files
natural_disaster_save_disaster_province_effect
natural_disaster_save_disaster_province_effect = yesgame/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 852 (19 lines). No parameters.
natural_disaster_save_disaster_province_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 852 of its file. It takes no parameters: natural_disaster_save_disaster_province_effect = yes. The game's script calls it in 1 place, among them natural_disaster_start_great_project_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (19 lines of game script)
natural_disaster_save_disaster_province_effect = {
save_scope_as = disaster_province_ruler
scope:situation = {
every_situation_sub_region = {
every_situation_sub_region_county = {
limit = { holder.top_liege ?= scope:disaster_province_ruler }
add_to_list = disaster_counties
}
}
random_in_list = {
list = disaster_counties
limit = { scope:situation.situation_center_province.county ?= this }
alternative_limit = { holder ?= scope:disaster_province_ruler }
alternative_limit = { holder.liege ?= scope:disaster_province_ruler }
alternative_limit = { always = yes }
title_province = { save_scope_as = disaster_province }
}
}
}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_disaster_province_effect.
Scripted effects (1)
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.