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

natural_disaster_start_great_project_effect

natural_disaster_start_great_project_effect = { TYPE = … }

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 410 (21 lines). Parameters: $TYPE$.

natural_disaster_start_great_project_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 410 of its file. A call passes 1 parameter: TYPE. The game's script calls it in 1 place, among them natural_disaster_ruler_start_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

What it does

  • natural_disaster_save_disaster_province_effect = yes
  • If

    • None of these

      • Any great project:
        • great_project_type = great_project_$TYPE$
        • great_project_owner = scope:ruler
        • Situation is scope:situation

    Then

    • scope:disaster_province:
      • plan_great_project = { great_project_type = great_project_$TYPE$ founder = scope:ruler save_scope_as = great_project }

• 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 (21 lines of game script)
natural_disaster_start_great_project_effect = {
	natural_disaster_save_disaster_province_effect = yes
	if = { # make sure this ruler doesn't already have a great project for this disaster 
		limit = {
			NOT = {
				any_great_project = {
					great_project_type = great_project_$TYPE$
					great_project_owner = scope:ruler
					var:situation = scope:situation
				}
			}
		}
		scope:disaster_province ?= {
			plan_great_project = {
				great_project_type = great_project_$TYPE$
				founder = scope:ruler
				save_scope_as = 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_start_great_project_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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