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 = yesIf
None of these
- Any great project:
great_project_type = great_project_$TYPE$great_project_owner = scope:ruler- Situation is scope:situation
- Any great project:
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.
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.