Scripted effect
select_pool_to_move_to_effect
select_pool_to_move_to_effect = yesgame/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
- 1 of 5 things will happen:
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
- 1 of 3 things will happen:
• 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 = yesAs 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.
Events (1)
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.