Effet scripté
create_familial_governor_in_location_effect
$location$- Absent de l'infobulle du jeucache_distance_map: Pays: countryCountry temp scope↗
- Every owned non rural locationoùAdd to list: cities
- Every owned location
- Add to local variable map
- Name:
preferred_city - Key: Ceci
- Value: Country temp scopeCapitale
- Name:
- Add to local variable map
- Name:
preferred_city_score - Key: Ceci
- Value:
distance_to(scope:country_temp_scope.capital)
- Name:
- Every in list
- List: cities
- SiNumber one › distance_to(scope:number_two) <
local_variable_map(preferred_city_score|scope:number_one)Alors- Add to local variable map
- Name:
preferred_city - Key: Number one
- Value: Number two
- Name:
- Add to local variable map
- Name:
preferred_city_score - Key: Number one
- Value:
scope:number_one.distance_to(scope:number_two)
- Name:
- Add to local variable map
- Add to local variable map
- Every owned non rural locationoù
- Create country from location: Set capital: location · Set new ruler: characterMake subject of
- Target: country
- Type:
Gouverneur familial
add_hafsid_governor_contentPays: country - Absent de l'infobulle du jeu
$location$Floodfill locationsoù- Local variable map (
preferred_city): location - PropriétaireCeci: NonTarget country
Appartiendra à Target country - Local variable map (
Script exact
Le script qui l’appelle les renseigne, comme le montre chaque appel dans Liens.
$location$$country$$character$
Requiert 1
Béjaïa$location$
Accorde 1
Gouverneur familial$location$
Utilisé par 2
Événements
Demande d'un prochecharacter = scope:target_character · country = root · location = scope:target_locationOption 1
Interactions de personnages
- Nommer un Gouverneur familialcharacter = scope:recipient · country = scope:actor · location = scope:target_capitalEffet
Script 2
Utilise 2
- add_hafsid_governor_contentcountry = $country$$location$
- cache_distance_mapcountry = $country$$location$
