Scripted effect
feast_fire_correct_default_event_effect
feast_fire_correct_default_event_effect = yesgame/common/scripted_effects/00_feast_scripted_effects.txt, line 6 (17 lines). No parameters.
feast_fire_correct_default_event_effect is a scripted effect in Crusader Kings III, written at line 6 of its file. It takes no parameters: feast_fire_correct_default_event_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_feast_scripted_effects.txt.
What it does
If
a check the game hides
Then
trigger_event = { on_action = feast_default_host_event_selection }
Otherwise
trigger_event = { on_action = feast_default_event_selection }
• 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 (17 lines of game script)
feast_fire_correct_default_event_effect = {
if = {
limit = {
this = scope:activity.activity_host
}
trigger_event = {
on_action = feast_default_host_event_selection
days = { min_feast_event_spacing max_feast_event_spacing }
}
}
else = {
trigger_event = {
on_action = feast_default_event_selection
days = { min_feast_event_spacing max_feast_event_spacing }
}
}
}As written in game/common/scripted_effects/00_feast_scripted_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_feast_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.