Scripted effect · All Under Heaven files
natural_disaster_vassal_start_effect
natural_disaster_vassal_start_effect = { TYPE = … }game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 472 (17 lines). Parameters: $TYPE$.
natural_disaster_vassal_start_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 472 of its file. A call passes 1 parameter: TYPE. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.
What it does
- Your top liege › If has Legitimacy: Gains -200–-50 Legitimacy
scope:existing_great_project.great_project_location:plan_great_project = { great_project_type = natural_disaster_$TYPE$ founder = root.top_liege }
• 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 (17 lines of game script)
natural_disaster_vassal_start_effect = {
show_as_tooltip = {
root.top_liege = {
if = {
limit = { has_legitimacy = yes }
add_legitimacy = natural_disaster_legitimacy_loss_value
}
}
scope:existing_great_project.great_project_location ?= {
plan_great_project = {
great_project_type = natural_disaster_$TYPE$
founder = root.top_liege
}
}
}
}As written in game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.