Scripted effect
accolade_knight_notification_with_glory_reset_effect
accolade_knight_notification_with_glory_reset_effect = { REASON = … }game/common/scripted_effects/00_accolades_scripted_effects.txt, line 10664 (74 lines). Parameters: $REASON$.
accolade_knight_notification_with_glory_reset_effect is a scripted effect in Crusader Kings III, written at line 10664 of its file. A call passes 1 parameter: REASON. The game's script calls it in 2 places, among them on_accolade_acclaimed_death (on action) and on_accolade_acclaimed_removal (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (74 lines of game script)
accolade_knight_notification_with_glory_reset_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
}
}
scope:succeeding_accolade = {
#Reset the lifetime glory so we can refresh the squires stat
if = {
limit = {
exists = var:lifetime_glory
}
change_variable = {
name = lifetime_glory
multiply = 0
}
}
if = {
limit = {
exists = var:old_knight
}
remove_variable = old_knight
}
}
}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_with_glory_reset_effect.
On actions (the game's own hooks) (2)
- on_accolade_acclaimed_death
- on_accolade_acclaimed_removal
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.