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

activity_on_war_declared_events_effect

activity_on_war_declared_events_effect = yes

game/common/scripted_effects/00_activity_effects.txt, line 4249 (49 lines). No parameters.

activity_on_war_declared_events_effect is a scripted effect in Crusader Kings III, written at line 4249 of its file. It takes no parameters: activity_on_war_declared_events_effect = yes. The game's script calls it in 2 places, among them on_join_war_as_secondary (on action) and on_war_started (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_activity_effects.txt.

The comment above it in the file

Called in the war_on_actions.txt file
Used to send out the correct events if a character becomes involved in a war while attending an activity

What it does

• 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 (49 lines of game script)
activity_on_war_declared_events_effect = {
	trigger_event = religious_decision.0200 # Stop mediation in its tracks
	if = {
		limit = {
			this.involved_activity ?= {
				is_activity_complete = no
			}
		}
		this.involved_activity ?= {
			save_scope_as = target_activity
			activity_type = { save_scope_as = target_activity_type }
			activity_host = { save_scope_as = target_activity_host }
		}
		if = { # Send one event if you're the host
			limit = {
				exists = this.involved_activity
				this = this.involved_activity.activity_host
			}
			# This event fires follow-up events for the guests depending on the character's choice
			trigger_event = activity_system.0300
		}
		else_if = { # Send another if you're just a guest
			limit = {
				exists = this.involved_activity
				NOT = {
					any_war_enemy = { this = scope:target_activity_host }
				}
			}
			trigger_event = activity_system.0310
		}
		else_if = { # Just go home if you're at war with host
			limit = {
				exists = this.involved_activity
				any_war_enemy = { this = scope:target_activity_host }
			}
			send_interface_toast = {
				type = event_toast_effect_bad
				left_icon = scope:target_activity_host
				title = at_war_difficulty #"At war"
				current_travel_plan ?= { 
					if = {
						limit = { can_cancel = yes }
						cancel_travel_plan = yes
					}
				}
			}
		}
	}
}

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

Where it is used

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

On actions (the game's own hooks) (2)

  • on_join_war_as_secondary
  • on_war_started

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

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