Scripted effect · Wards and Wardens files
hostage_travel_invalidation_effect
hostage_travel_invalidation_effect = yesgame/common/scripted_effects/05_bp2_hostage_effects.txt, line 602 (78 lines). No parameters.
hostage_travel_invalidation_effect is a scripted effect in Crusader Kings III, in the Wards and Wardens files, written at line 602 of its file. It takes no parameters: hostage_travel_invalidation_effect = yes. The game's script calls it in 2 places, among them migration_events_on_action (on action) and travel_events_on_action (on action). Patch 1.20.1.2, from game/common/scripted_effects/05_bp2_hostage_effects.txt.
The comment above it in the file
Invalidate travelling hostages
What it does
If
One of these
var:hostage_travelling_to_warden:One of these
is_alive = noor
is_playable_character = noor
All of these
exists = root.liegeis_at_war_with = root.liege
or
Is imprisonedor
is_playable_character = yesor
If
a check the game hides
Then
NOT = { is_child_of = liege }NOT = { is_grandchild_of = liege }NOT = { is_sibling_of = liege }NOT = { is_nibling_of = liege }
Otherwise
NOT = { exists = liege }
Then
- var:hostage_travelling_to_warden › scope:hostage:
return_hostage = yes
- scope:home_court › scope:hostage:
return_hostage = yescurrent_travel_plan = { … }set_location_to_default = yes
• 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 (78 lines of game script)
hostage_travel_invalidation_effect = {
if = {
limit = {
exists = var:hostage_travelling_to_warden
OR = {
var:hostage_travelling_to_warden = {
OR = {
# Warden dies (flag:warden)
is_alive = no
# Warden loses lands (flag:warden)
is_playable_character = no
# War
AND = {
exists = root.liege
is_at_war_with = root.liege
}
}
}
# Hostage is jailed (flag:imprisoner)
is_imprisoned = yes
# Hostage becomes landed (flag:ruler)
is_playable_character = yes
# No longer important to home court (flag:invalid)
trigger_if = {
limit = { exists = liege }
NOR = {
is_child_of = liege
is_grandchild_of = liege
is_sibling_of = liege
is_nibling_of = liege
}
}
trigger_else = {
# Home court no longer landed (flag:home_court)
NOT = { exists = liege }
}
}
}
save_scope_as = hostage
if = {
limit = { exists = liege }
liege = { save_scope_as = home_court }
}
var:hostage_travelling_to_warden = {
send_interface_toast = {
title = hostage_invalidated_during_travel_title
left_icon = scope:hostage
right_icon = scope:home_court
show_as_tooltip = {
scope:hostage = { return_hostage = yes }
}
}
}
scope:home_court ?= {
send_interface_toast = {
title = hostage_invalidated_during_travel_title
left_icon = scope:hostage
right_icon = scope:hostage.var:hostage_travelling_to_warden
scope:hostage = {
show_as_tooltip = { return_hostage = yes }
current_travel_plan = {
if = {
limit = { can_cancel = yes }
cancel_travel_plan = yes
}
}
set_location_to_default = yes
}
}
}
if = {
limit = { is_alive = yes }
remove_variable = hostage_travelling_to_warden
}
debug_log = "Hostage invalidated during travel"
debug_log_scopes = yes
}
}As written in game/common/scripted_effects/05_bp2_hostage_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls hostage_travel_invalidation_effect.
On actions (the game's own hooks) (2)
- migration_events_on_action
- travel_events_on_action
Source: game/common/scripted_effects/05_bp2_hostage_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.