CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

accolade_knight_notification_effect

accolade_knight_notification_effect = { REASON = … }

game/common/scripted_effects/00_accolades_scripted_effects.txt, line 10597 (66 lines). Parameters: $REASON$.

accolade_knight_notification_effect is a scripted effect in Crusader Kings III, written at line 10597 of its file. A call passes 1 parameter: REASON. The game's script calls it in 1 place, among them on_accolade_new_acclaimed_knight (on action). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.

What it does

  • If

    • scope:glory < 0

    Then

    Otherwise

    • Due to its last knight's honorable Death, … loses no Glory

• 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 (66 lines of game script)
accolade_knight_notification_effect = {
	scope:succeeding_accolade = {
		var:old_knight = {
			save_scope_as = old_knight
		}
		initial_type = { save_scope_as = main_type }
	}
	if = {
		limit = {
			exists = scope:new_acclaimed_knight
		}
		scope:new_acclaimed_knight = {
			save_scope_as = portrait
		}
	}
	else = {
		scope:old_knight = {
			save_scope_as = portrait
		}
	}
	send_interface_message = {
		type = msg_accolade_succession
		title = accolade_notification_$REASON$.old_acclaimed_knight.tt
		left_icon = scope:portrait
		desc = accolade_notification_$REASON$.old_acclaimed_knight_name.tt

		#Tooltip about how squires modified character
		if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_accomplished_minimum_value }
			}
			custom_tooltip = accolade_notification_$REASON$.squires_quality_accomplished
		}
		else_if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_capable_minimum_value }
			}
			custom_tooltip = accolade_notification_$REASON$.squires_quality_capable
		}
		else_if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_inexperienced_minimum_value }
			}
			custom_tooltip = accolade_notification_$REASON$.squires_quality_inexperienced
		}
		else_if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_feckless_minimum_value }
			}
			custom_tooltip = accolade_notification_$REASON$.squires_quality_feckless
		}
		else = {
			custom_tooltip = accolade_notification_$REASON$.squires_quality_pathetic
		}
		if = {
			limit = {
				exists = scope:glory
				scope:glory < 0
			}
			custom_tooltip = accolade.glory_loss.tt
		}
		else = {
			custom_tooltip = accolade.no_glory_loss.tt
		}
	}
}

As written in game/common/scripted_effects/00_accolades_scripted_effects.txt.

Where it is used

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

On actions (the game's own hooks) (1)

  • on_accolade_new_acclaimed_knight

Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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