CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Tours and Tournaments files

select_root_vegetable_effect

select_root_vegetable_effect = yes

game/common/scripted_effects/04_dlc_ep2_tour_effects.txt, line 22 (95 lines). No parameters.

select_root_vegetable_effect is a scripted effect in Crusader Kings III, in the Tours and Tournaments files, written at line 22 of its file. It takes no parameters: select_root_vegetable_effect = yes. The game's script calls it in 6 places, among them …: Each of You (event coerce_and_leverage_contribution_ongoing.0001), …: Nothing to See Here (event tour_general.4003) and A …-like … (event tour_grounds_events.1012). Patch 1.20.1.2, from game/common/scripted_effects/04_dlc_ep2_tour_effects.txt.

The comment above it in the file

Used to find a local animal to hunt
Note: Don't add more here without also revisiting artifact creation for Skulls and hides.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (95 lines of game script)
select_root_vegetable_effect = {
	hidden_effect = {
		if = {
			limit = {
				NOT = { exists = var:root_vegetable }
			}
			random_list = {
				10 = {
					# they're everywhere
					set_variable = {
						name = root_vegetable
						value = flag:onion
					}
				}
				20 = {
					trigger = { province_has_vegetable_carrot_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:carrot
					}
				}
				20 = {
					trigger = { province_has_vegetable_parsnip_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:parsnip
					}
				}
				20 = {
					trigger = { province_has_vegetable_turnip_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:turnip
					}
				}
				20 = {
					trigger = { province_has_vegetable_yams_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:yam
					}
				}
				20 = {
					trigger = { province_has_vegetable_kokoro_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:kokoro
					}
				}
				20 = {
					trigger = { province_has_vegetable_ginger_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:ginger
					}
				}
				20 = {
					trigger = { province_has_vegetable_taro_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:taro
					}
				}
				20 = {
					trigger = { province_has_vegetable_daikon_radish_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:daikon_radish
					}
				}
				20 = {
					trigger = { province_has_vegetable_lotus_root_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:lotus_root
					}
				}
				20 = {
					trigger = { province_has_vegetable_burdock_root_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:burdock_root
					}
				}
				20 = {
					trigger = { province_has_vegetable_arrowroot_trigger = yes }
					set_variable = {
						name = root_vegetable
						value = flag:arrowroot
					}
				}
			}
		}
	}
}

As written in game/common/scripted_effects/04_dlc_ep2_tour_effects.txt.

Where it is used

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

Events (6)

Source: game/common/scripted_effects/04_dlc_ep2_tour_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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