Scripted effect · The Fate of Iberia files
fp2_contract_assistance_invalidated_effect
fp2_contract_assistance_invalidated_effect = yesgame/common/scripted_effects/03_dlc_fp2_scripted_effects.txt, line 1365 (43 lines). No parameters.
fp2_contract_assistance_invalidated_effect is a scripted effect in Crusader Kings III, in the The Fate of Iberia files, written at line 1365 of its file. It takes no parameters: fp2_contract_assistance_invalidated_effect = yes. The game's script calls it in 1 place, among them on_war_invalidated (on action). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.
What it does
If
- Any war participant:
- Has “owed contract assistance war” (a variable the game's script sets)
- Owed contract assistance war is scope:war
Then
- Every war participant:
- Where:
- Has “owed contract assistance war” (a variable the game's script sets)
- Owed contract assistance war is scope:war
- scope:contract_assistance_hirer: You did not pay … for Military Assistance, because the war was invalidated
- scope:contract_assistance_helper: You were not paid by … for Military Assistance, because the war was invalidated
- Where:
- Any war participant:
• 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 (43 lines of game script)
fp2_contract_assistance_invalidated_effect = {
if = {
limit = {
any_war_participant = {
has_variable = owed_contract_assistance_war
var:owed_contract_assistance_war = scope:war
}
}
every_war_participant = {
limit = {
has_variable = owed_contract_assistance_war
var:owed_contract_assistance_war = scope:war
}
remove_variable = owed_contract_assistance_war
remove_variable = owed_contract_assistance_contribution
remove_variable = owed_contract_assistance_gold
save_scope_as = contract_assistance_helper
if = {
limit = { is_attacker_in_war = scope:war }
scope:war.primary_attacker = { save_scope_as = contract_assistance_hirer }
}
else = {
scope:war.primary_defender = { save_scope_as = contract_assistance_hirer }
}
scope:contract_assistance_hirer = {
send_interface_message = {
type = event_gold_neutral
title = contract_assistance_war_msg_title
left_icon = scope:contract_assistance_helper
custom_tooltip = contract_assistance_war_msg_hirer_invalidated_desc
}
}
scope:contract_assistance_helper = {
send_interface_message = {
type = event_gold_neutral
title = contract_assistance_war_msg_title
left_icon = scope:contract_assistance_hirer
custom_tooltip = contract_assistance_war_msg_helper_invalidated_desc
}
}
}
}
}As written in game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls fp2_contract_assistance_invalidated_effect.
On actions (the game's own hooks) (1)
- on_war_invalidated
Source: game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.