Scripted effect · All Under Heaven files
try_remove_disaster_vars_effect
try_remove_disaster_vars_effect = yesgame/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 528 (21 lines). No parameters.
try_remove_disaster_vars_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 528 of its file. It takes no parameters: try_remove_disaster_vars_effect = yes. The game's script calls it in 2 places, among them … Earthquake (situation) and … Flood (situation). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.
What it does
If
None of these
- Any character situation:
Then
If
has_diarchy_type = temporary_regency
Then
end_diarchy = yes
• 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 (21 lines of game script)
try_remove_disaster_vars_effect = {
if = {
limit = {
NOT = {
any_character_situation = {
tgp_natural_disaster_situation_is_disaster_trigger = yes
}
}
}
if = {
limit = { has_diarchy_type = temporary_regency }
end_diarchy = yes
}
remove_variable = natural_disaster_received_first_warning
remove_variable = natural_disaster_5102_count
if = {
limit = { has_variable = natural_disaster_contribution_discount }
remove_variable = natural_disaster_contribution_discount
}
}
}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 try_remove_disaster_vars_effect.
Situations (2)
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.