Scripted effect
invalidate_ceremonial_claimant_factions_on_death_effect
invalidate_ceremonial_claimant_factions_on_death_effect = yesgame/common/scripted_effects/00_faction_effects.txt, line 1680 (17 lines). No parameters.
invalidate_ceremonial_claimant_factions_on_death_effect is a scripted effect in Crusader Kings III, written at line 1680 of its file. It takes no parameters: invalidate_ceremonial_claimant_factions_on_death_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_faction_effects.txt.
What it does
- Every in list:
If
a check the game hides
Then
faction_war = { clear_claimant = yes set_casus_belli = depose_war }faction_remove_war = yes
destroy_faction = 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 (17 lines of game script)
invalidate_ceremonial_claimant_factions_on_death_effect = {
every_in_list = {
variable = ceremonial_claimant_factions
if = {
limit = {
exists = faction_war
}
faction_war = {
clear_claimant = yes
set_casus_belli = depose_war
}
faction_remove_war = yes # else the war gets invalidated when we destroy the faction
}
destroy_faction = yes
}
clear_variable_list = ceremonial_claimant_factions
}As written in game/common/scripted_effects/00_faction_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_faction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.