Scripted effect
isolate_single_character_effect
isolate_single_character_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 3246 (24 lines). No parameters.
isolate_single_character_effect is a scripted effect in Crusader Kings III, written at line 3246 of its file. It takes no parameters: isolate_single_character_effect = yes. The game's script calls it in 1 place, among them isolate_family_decision_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
- Gains the modifier “Secluded” for 5 years
- Their activity:
If
One of these
activity_host = prevor
is_required_special_guest = prev
Then
invalidate_activity = this
Otherwise
prev:remove_from_activity = involved_activity
• 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 (24 lines of game script)
isolate_single_character_effect = {
add_character_flag = {
flag = blocked_from_leaving
years = 5
}
add_character_modifier = {
modifier = isolating_modifier
years = 5
}
involved_activity ?= {
if = {
limit = {
OR = {
activity_host = prev
is_required_special_guest = prev
}
}
invalidate_activity = this
}
else = {
prev = { remove_from_activity = involved_activity }
}
}
}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_single_character_effect.
Scripted effects (1)
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.