Scripted effect · All Under Heaven files
mandala_story_destruction_aspect_declare_war_effect
mandala_story_destruction_aspect_declare_war_effect = yesgame/common/scripted_effects/tgp_mandala_scripted_effects.txt, line 3748 (24 lines). No parameters.
mandala_story_destruction_aspect_declare_war_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 3748 of its file. It takes no parameters: mandala_story_destruction_aspect_declare_war_effect = yes. The game's script calls it in 1 place, among them story_mandala (story cycle). Patch 1.20.1.2, from game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
What it does
• 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)
mandala_story_destruction_aspect_declare_war_effect = {
if = {
limit = {
is_at_war = no
war_chest_gold >= war_chest_gold_maximum
}
add_stress = major_stress_loss
ai_start_best_war = {
cb = {
make_tributary_cb
mandala_raze_capital_structure_cb
}
is_valid = {
scope:target_character = {
current_military_strength < root.current_military_strength
OR = {
gold < root.gold
current_military_strength <= root.fifty_percent_of_current_military_strength
}
}
}
}
}
}As written in game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls mandala_story_destruction_aspect_declare_war_effect.
Story cycles (1)
- story_mandala
Source: game/common/scripted_effects/tgp_mandala_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.