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

call_dynasty_member_to_war_interaction_effect

call_dynasty_member_to_war_interaction_effect = yes

game/common/scripted_effects/00_interaction_effects.txt, line 2167 (33 lines). No parameters.

call_dynasty_member_to_war_interaction_effect is a scripted effect in Crusader Kings III, written at line 2167 of its file. It takes no parameters: call_dynasty_member_to_war_interaction_effect = yes. The game's script calls it in 2 places, among them Call Dynasty Member To War (interaction) and call_ally.0100 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.

What it does

  • If

    a check the game hides

    Then

    • scope:target:
      • If

        • is_attacker = scope:puppet_or_actor

        Then

        • add_attacker = scope:recipient

        Otherwise

        • add_defender = scope:recipient
    • scope:puppet_or_actor.dynasty: The dynasty gains … Renown
  • If never › scope:puppet_or_actor:
    • use_hook = scope:recipient

• 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 (33 lines of game script)
call_dynasty_member_to_war_interaction_effect = {
	if = {
		limit = {
			exists = scope:target
		}

		scope:target = {
			hidden_effect = {
				set_called_to = scope:recipient
			}
			if = {
				limit = {
					is_attacker = scope:puppet_or_actor
				}
				add_attacker = scope:recipient
			}
			else = {
				add_defender = scope:recipient
			}
		}

		scope:puppet_or_actor.dynasty = {
			add_dynasty_prestige = medium_dynasty_prestige_loss
		}
	}

	if = {
		limit = { always = scope:hook }
		scope:puppet_or_actor = {
			use_hook = scope:recipient
		}
	}
}

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_dynasty_member_to_war_interaction_effect.

Character interactions (1)

Events (1)

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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