Scripted effect · All Under Heaven files
spawn_flood_in_county_effect
spawn_flood_in_county_effect = { COUNTY = … }game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 184 (72 lines). Parameters: $COUNTY$.
spawn_flood_in_county_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 184 of its file. A call passes 1 parameter: COUNTY. The game's script calls it in 2 places, among them spawn_flood_in_region_effect (scripted effect) and Spawn Natural Disaster (interaction). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.
What it does
start_situation = { type = natural_disaster_flood save_scope_as = situation }scope:situation:set_situation_center_province = scope:flood_county.title_province- One random situation sub region:
add_geographical_region = scope:river_region
log_natural_disaster = started
• 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 (72 lines of game script)
spawn_flood_in_county_effect = {
$COUNTY$ = { save_scope_as = flood_county }
if = {
limit = { NOT = { exists = scope:river_region } }
random_in_global_list = {
variable = flood_region_list
limit = {
save_temporary_scope_as = region_temp
NOT = {
any_in_global_list = {
variable = ongoing_floods
scope:region_temp = this
}
}
scope:flood_county.title_province = { geographical_region = scope:region_temp }
}
save_scope_as = river_region
}
}
start_situation = {
type = natural_disaster_flood
save_scope_as = situation
}
# Track globally for exclusivity and distribution
scope:situation ?= {
set_situation_center_province = scope:flood_county.title_province
add_to_global_variable_list = {
name = ongoing_floods
target = this
}
# Save region for exclusivity checks and Situation naming
set_variable = {
name = river_region
value = scope:river_region
}
set_variable = {
name = fatalities
value = 0
}
save_scope_value_as = {
name = min_severity
value = scope:flood_county.title_province.natural_disaster_flood_min_severity
}
save_scope_value_as = {
name = max_severity
value = scope:flood_county.title_province.natural_disaster_flood_max_severity
}
set_variable = {
name = severity
value = {
add = {
fixed_range = {
min = 1
max = 3
}
min = scope:min_severity
max = scope:max_severity
}
}
}
random_situation_sub_region = { add_geographical_region = scope:river_region }
log_natural_disaster = "started"
}
}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 spawn_flood_in_county_effect.
Character interactions (1)
- Spawn Natural Disaster
Scripted effects (1)
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.