Scripted effect
activity_try_use_new_host_effect
activity_try_use_new_host_effect = yesgame/common/scripted_effects/00_activity_effects.txt, line 4732 (15 lines). No parameters.
activity_try_use_new_host_effect is a scripted effect in Crusader Kings III, written at line 4732 of its file. It takes no parameters: activity_try_use_new_host_effect = yes. The game's script calls it in 5 places, among them Camp Revelry (activity), Chariot Race (activity) and Debate (activity). Patch 1.20.1.2, from game/common/scripted_effects/00_activity_effects.txt.
What it does
activity_try_find_new_host_effect = yesIf
a check the game hides
Then
set_activity_host = scope:new_host- scope:new_host: Event activity_system.0080 (after 1 days)
Otherwise
• 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 (15 lines of game script)
activity_try_use_new_host_effect = {
activity_try_find_new_host_effect = yes
# If we have a new host, set them
if = {
limit = { exists = scope:new_host }
set_activity_host = scope:new_host
scope:new_host = {
trigger_event = { id = activity_system.0080 days = 1 }
}
}
else = {
invalidation_host_death_effect = 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_try_use_new_host_effect.
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.