Scripted effect · All Under Heaven files
natural_disaster_vassal_recovery_start_effect
natural_disaster_vassal_recovery_start_effect = yesgame/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 466 (5 lines). No parameters.
natural_disaster_vassal_recovery_start_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 466 of its file. It takes no parameters: natural_disaster_vassal_recovery_start_effect = yes. The game's script calls it in 1 place, among them …: The Aftermath (event natural_disaster.6902). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.
What it does
- … has started the … 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 (5 lines of game script)
natural_disaster_vassal_recovery_start_effect = {
show_as_tooltip = {
custom_tooltip = natural_disaster_vassal_recovery_start_tt
}
}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_vassal_recovery_start_effect.
Events (1)
- …: The Aftermath
natural_disaster.6902
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.