Scripted effect
isolate_family_decision_effect
isolate_family_decision_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 3271 (72 lines). No parameters.
isolate_family_decision_effect is a scripted effect in Crusader Kings III, written at line 3271 of its file. It takes no parameters: isolate_family_decision_effect = yes. The game's script calls it in 7 places, among them Enter Seclusion (decision), …: Swollen Banks (event natural_disaster.7021) and …: Torrential Downpours (event natural_disaster.7031). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
- Every Close Family Member at Court:
- Gains the modifier “Secluded” for 5 years
If
a check the game hides
Then
If
involved_activity.activity_host = root
Then
invalidate_activity = involved_activity
Otherwise
remove_from_activity = involved_activity
If
a check the game hides
Then
- Choosing to Travel at any point during your isolation will end your isolation
- Stress and fulfillment impact: by trait: Brave +20, Gregarious +20
• 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 (72 lines of game script)
isolate_family_decision_effect = {
show_as_tooltip = {
every_close_family_member = {
custom = every_close_family_member_at_court
limit = {
is_courtier_of = root
}
add_character_modifier = {
modifier = isolating_modifier
years = 5
}
}
add_character_modifier = {
modifier = isolating_modifier
years = 5
}
if = {
limit = { exists = involved_activity }
if = {
limit = { involved_activity.activity_host = root }
invalidate_activity = involved_activity
}
else = {
remove_from_activity = involved_activity
}
}
}
if = {
limit = { NOT = { exists = current_travel_plan } }
custom_tooltip = travelling_will_break_isolation_tt
}
hidden_effect = {
every_close_family_member = {
custom = every_close_family_member_at_court
limit = {
is_courtier_of = root
}
root = {
add_to_variable_list = {
name = isolating_relatives
target = prev
}
}
isolate_single_character_effect = yes
}
every_consort = {
limit = {
is_courtier_of = root
}
root = {
add_to_variable_list = {
name = isolating_relatives
target = prev
}
}
isolate_single_character_effect = yes
}
isolate_single_character_effect = yes
set_variable = {
name = isolating_cooldown_var
years = 1
}
add_character_flag = { # Prevent the AI from constantly coming in and out of isolation
flag = ai_unisolate_cooldown
years = 1
}
}
stress_and_fulfillment_impact = {
brave = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
}
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls isolate_family_decision_effect.
Decisions (1)
Events (6)
- …: Swollen Banks
natural_disaster.7021 - …: Torrential Downpours
natural_disaster.7031 - …: Unholy Tremors
natural_disaster.7001 - …: Wildlife in Flight
natural_disaster.7011 - Isolation
epidemic_events.0100 - Isolation
natural_disaster.0110
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.