Scripted effect
dynast_end_dynasty_wars_effect
dynast_end_dynasty_wars_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 1957 (19 lines). No parameters.
dynast_end_dynasty_wars_effect is a scripted effect in Crusader Kings III, written at line 1957 of its file. It takes no parameters: dynast_end_dynasty_wars_effect = yes. The game's script calls it in 1 place, among them End Dynasty Wars (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
- scope:puppet_or_actor.dynasty: The dynasty gains … Renown
- scope:recipient › Every character war:
- Where:
primary_defender != scope:puppet_or_actorprimary_attacker = scope:recipientprimary_defender.dynasty = scope:recipient.dynasty
primary_defender = { trigger_event = char_interaction.0071 }end_war = white_peace
- Where:
• 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 (19 lines of game script)
dynast_end_dynasty_wars_effect = {
scope:puppet_or_actor.dynasty = {
add_dynasty_prestige = medium_dynasty_prestige_loss
}
scope:recipient = {
every_character_war = {
limit = {
primary_defender != scope:puppet_or_actor
primary_attacker = scope:recipient
primary_defender.dynasty = scope:recipient.dynasty
}
primary_defender = {
trigger_event = char_interaction.0071
}
end_war = white_peace
}
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls dynast_end_dynasty_wars_effect.
Character interactions (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.