Scripted effect
invalidation_incapable_effect
invalidation_incapable_effect = yesgame/common/scripted_effects/00_activity_effects.txt, line 4667 (19 lines). No parameters.
invalidation_incapable_effect is a scripted effect in Crusader Kings III, written at line 4667 of its file. It takes no parameters: invalidation_incapable_effect = yes. The game's script calls it in 20 places, among them Blót (activity), Camp Revelry (activity) and Capital Examination (activity). Patch 1.20.1.2, from game/common/scripted_effects/00_activity_effects.txt.
What it does
If
- scope:host: Is incapable
- scope:activity: Does not have “invalidation effect set” (a variable the game's script sets)
Then
- scope:host: Event activity_system.0330
- Every attending character: Event activity_system.0331
• 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)
invalidation_incapable_effect = {
if = {
limit = {
scope:host = { is_incapable = yes }
scope:activity = { NOT = { has_variable = invalidation_effect_set } }
}
scope:activity = {
set_variable = { name = invalidation_effect_set }
activity_type = { save_scope_as = activity_type }
}
scope:host = {
trigger_event = activity_system.0330
}
every_attending_character = {
limit = { this != scope:host }
trigger_event = activity_system.0331
}
}
}As written in game/common/scripted_effects/00_activity_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls invalidation_incapable_effect.
Source: game/common/scripted_effects/00_activity_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.