Scripted effect
log_harm_event_incapability_as_variable_effect
log_harm_event_incapability_as_variable_effect = yesgame/common/scripted_effects/00_game_rule_effects.txt, line 3148 (25 lines). No parameters.
log_harm_event_incapability_as_variable_effect is a scripted effect in Crusader Kings III, written at line 3148 of its file. It takes no parameters: log_harm_event_incapability_as_variable_effect = yes. The game's script calls it in 1 place, among them upgrade_infirm_to_incapable_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_game_rule_effects.txt.
The comment above it in the file
Controls logging for harm events where the character is rendered incapable. Unless you're specifically looking to gather easy death metrics whilst run testing, this should always be toggled off.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (25 lines of game script)
log_harm_event_incapability_as_variable_effect = {
if = {
limit = { always = no }
if = {
# Only track noteworthy characters.
limit = { harm_game_rule_valid_for_logging_trigger = yes }
add_to_global_variable_list = {
name = harm_incapables_list
target = root
}
}
}
# And, for error suppression.
if = {
limit = { always = no }
if = {
limit = {
global_variable_list_size = {
name = harm_incapables_list
value >= 1
}
}
}
}
}As written in game/common/scripted_effects/00_game_rule_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls log_harm_event_incapability_as_variable_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_game_rule_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.