CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

select_pool_to_move_to_effect

select_pool_to_move_to_effect = yes

game/common/scripted_effects/00_courtier_guest_management_effects.txt, line 111 (269 lines). No parameters.

select_pool_to_move_to_effect is a scripted effect in Crusader Kings III, written at line 111 of its file. It takes no parameters: select_pool_to_move_to_effect = yes. The game's script calls it in 4 places, among them courtier_guest_management.0500 (event), select_and_move_to_pool_effect (scripted effect) and destination_for_courtier_entering_pool (guest system). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.

What it does

  • If a check the game hides passes: the same again (5 lines)
    • 1 of 5 things will happen:
      • 24%: Nothing else happens
      • 5%: Nothing else happens
      • 24%: Nothing else happens
      • 24%: Nothing else happens
      • 24%: Nothing else happens
  • If a check the game hides passes: the same again (3 lines)
    • 1 of 3 things will happen:
      • 43%: Nothing else happens
      • 14%: Nothing else happens
      • 43%: Nothing else happens
  • If

    a check the game hides

    Then

• 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 (120 lines of game script)
select_pool_to_move_to_effect = {
	###CLAIMANT HANDLING###
	random = {
		chance = 20
		if = {
			limit = {
				any_claim = { tier <= tier_kingdom }
				NOT = {
					is_weak_claimant_due_to_gender_trigger = { RITE = scope:mover.rite CHARACTER = scope:mover }
				}
			}

			every_traveling_family_member = {
				add_to_temporary_list = claimant_family
			}

			#Player if possible
			random_player = {
				limit = {
					save_temporary_scope_as = player
					scope:mover = { any_claim = { useful_courtier_or_guest_claim_trigger = { RULER = scope:player } } }
					any_in_list = {
						list = claimant_family
						count = all
						guest_allowed_to_arrive_trigger = { HOST = scope:player  }
					}
					exists = capital_province
				}
				capital_province = { save_scope_as = destination }
			}

			#Otherwise some independent ruler
			if = {
				limit = { NOT = { exists = scope:destination } }
				random_independent_ruler = {
					limit = {
						save_temporary_scope_as = independent_ruler
						scope:mover = { any_claim = { useful_courtier_or_guest_claim_trigger = { RULER = scope:independent_ruler } } }
						any_in_list = {
							list = claimant_family
							count = all
							guest_allowed_to_arrive_trigger = { HOST = scope:independent_ruler  }
						}
						exists = capital_province
					}
					capital_province = { save_scope_as = destination }
				}
			}
		}
	}

	if = {
		limit = { NOT = { exists = scope:destination } }

		###PICK THE NEW LOCATION###
		random_list = {
			#Close or extended family
			25 = {
				trigger = { any_close_or_extended_family_member = { is_visitable_relation_trigger = { CHARACTER = scope:mover } } }
				random_close_or_extended_family_member = {
					limit = { is_visitable_relation_trigger = { CHARACTER = scope:mover } }
					capital_province = { save_scope_as = destination }
				}
			}
			#Other dynasty members
			5 = {
				trigger = {
					dynasty ?= {
						any_dynasty_member = {
							is_visitable_relation_trigger = { CHARACTER = scope:mover }
							NOT = { is_close_or_extended_family_of = scope:mover }
						}
					}
				}
				dynasty = {
					random_dynasty_member = {
						limit = {
							is_visitable_relation_trigger = { CHARACTER = scope:mover }
							NOT = { is_close_or_extended_family_of = scope:mover }
						}
						capital_province = { save_scope_as = destination }
					}
				}
			}
			#Lovers
			25 = {
				trigger = {
					any_relation = {
						type = lover
						is_visitable_relation_trigger = { CHARACTER = scope:mover }
					}
				}
				random_relation = {
					type = lover
					limit = { any_close_or_extended_family_member = { is_visitable_relation_trigger = { CHARACTER = scope:mover } } }
					capital_province = { save_scope_as = destination }
				}
			}
			#Friends
			25 = {
				trigger = {
					any_relation = {
						type = friend
						is_visitable_relation_trigger = { CHARACTER = scope:mover }
					}
				}
				random_relation = {
					type = friend
					limit = { is_visitable_relation_trigger = { CHARACTER = scope:mover } }
					capital_province = { save_scope_as = destination }
				}
			}
			#Secret Witch
			25 = {
				trigger = {
					any_secret = {
						type = secret_witch
						any_secret_knower = {
							is_visitable_relation_trigger = { CHARACTER = scope:mover }
							is_witch_trigger = yes

As written in game/common/scripted_effects/00_courtier_guest_management_effects.txt.

The first 120 of its 269 lines; the rest is in game/common/scripted_effects/00_courtier_guest_management_effects.txt from line 111.

Where it is used

Every place in common/, events/ and history/ that calls select_pool_to_move_to_effect.

Scripted effects (1)

Guest system (2)

  • destination_for_courtier_entering_pool
  • destination_for_guest_entering_pool

Source: game/common/scripted_effects/00_courtier_guest_management_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?