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

call_ally_interaction_effect

call_ally_interaction_effect = yes

game/common/scripted_effects/00_interaction_effects.txt, line 3175 (15 lines). No parameters.

call_ally_interaction_effect is a scripted effect in Crusader Kings III, written at line 3175 of its file. It takes no parameters: call_ally_interaction_effect = yes. The game's script calls it in 2 places, among them Call Follower to War (interaction) and Call to War (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.

What it does

  • If

    • scope:recipient:
      • NOT = { is_at_war_with = scope:target.primary_defender }
      • NOT = { is_at_war_with = scope:target.primary_attacker }

    Then

• 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)
call_ally_interaction_effect = {
	if = {
		limit = {
			exists = scope:target
			scope:recipient = {
				NOR = {
					is_at_war_with = scope:target.primary_defender
					is_at_war_with = scope:target.primary_attacker
				}
			}
		}
		call_ally_interaction_event_effect = yes

	}
}

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

Where it is used

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

Character interactions (2)

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

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