Scripted effect
add_achievement_flag_effect
add_achievement_flag_effect = { FLAG = … }game/common/scripted_effects/00_achievement_effects.txt, line 2 (8 lines). Parameters: $FLAG$.
add_achievement_flag_effect is a scripted effect in Crusader Kings III, written at line 2 of its file. A call passes 1 parameter: FLAG. The game's script calls it in 41 places, among them Impose Contract Change (interaction), Modify … Administration (interaction) and Modify Vassal Contract (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_achievement_effects.txt.
The comment above it in the file
Adds $FLAG$ to the character if a player
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (8 lines of game script)
add_achievement_flag_effect = {
if = {
limit = {
is_ai = no
}
add_character_flag = $FLAG$
}
}As written in game/common/scripted_effects/00_achievement_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_achievement_flag_effect.
Character interactions (6)
Casus belli (16)
Events (2)
- Murder Intercepter: Foiled by Love
murder_save.1001 - Murder Intercepter: Love …
murder_save.1002
On actions (the game's own hooks) (11)
- claim_throne_succeeded
- murder_success_pre_filter_on_action
- on_faith_created
- on_game_start_after_lobby
- on_marriage
- on_rank_up
5 more
- on_rite_created
- on_stress_level_1
- on_stress_level_2
- on_stress_level_3
- on_stress_level_4
Source: game/common/scripted_effects/00_achievement_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.