CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

notify_players_about_neighboring_war_resolution_effect

notify_players_about_neighboring_war_resolution_effect = yes

game/common/scripted_effects/00_war_effects.txt, line 2348 (89 lines). No parameters.

notify_players_about_neighboring_war_resolution_effect is a scripted effect in Crusader Kings III, written at line 2348 of its file. It takes no parameters: notify_players_about_neighboring_war_resolution_effect = yes. The game's script calls it in 2 places, among them on_war_won_attacker (on action) and on_war_won_defender (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_war_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (89 lines of game script)
notify_players_about_neighboring_war_resolution_effect = {
	every_player = {
		limit = {
			NOT = { is_participant_in_war = scope:war}
		}
		save_scope_as = this_player

		# Checks if this player should be notified at all about the war resolution (e.g., either attacker or defender are neighbors).
		if = {
			limit = {
				should_notify_player_about_neighboring_rulers_wars_trigger = { TARGET_CHARACTER = scope:winner }

				# Only notify about revolts if rebels win
				trigger_if = {
					limit = {
						scope:war = {
							OR = {
								using_cb = peasant_war
								using_cb = independence_faction_war
								using_cb = liberty_faction_war
								using_cb = populist_war
								using_cb = depose_war
								using_cb = claimant_faction_war
							}
						}
					}
					scope:winner = scope:attacker
				}
			}

			# Check which type of message we need to send to the player.
			if = {
				limit = {
					always = yes
					should_notify_player_about_neighboring_rulers_wars_trigger = { TARGET_CHARACTER = scope:loser }
				}
				# Send combined message about both the winner and the loser.
				send_interface_message = {
					type = msg_war_ended_neighbor
					left_icon = scope:winner
					right_icon = scope:loser
					title = war_event.neighbor_war.both_neighbors.t
					desc = war_event.neighbor_war.both_neighbors.desc
				}
			}
			else = {
				# Send message only about the winner.
				send_interface_message = {
					type = msg_war_ended_neighbor
					left_icon = scope:winner
					right_icon = scope:loser
					title = war_event.neighbor_war.only_winner.t
					desc = war_event.neighbor_war.only_winner.desc
				}
			}
		}
		else_if = {
			limit = {
				should_notify_player_about_neighboring_rulers_wars_trigger = { TARGET_CHARACTER = scope:loser }

				# Only notify about revolts if rebels win
				trigger_if = {
					limit = {
						scope:war = {
							OR = {
								using_cb = peasant_war
								using_cb = independence_faction_war
								using_cb = liberty_faction_war
								using_cb = populist_war
								using_cb = depose_war
								using_cb = claimant_faction_war
							}
						}
					}
					scope:winner = scope:attacker
				}
			}

			# Send message only about the loser.
			send_interface_message = {
				type = msg_war_ended_neighbor
				left_icon = scope:loser
				right_icon = scope:winner
				title = war_event.neighbor_war.only_loser.t
				desc = war_event.neighbor_war.only_loser.desc
			}
		}
	}
}

As written in game/common/scripted_effects/00_war_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls notify_players_about_neighboring_war_resolution_effect.

On actions (the game's own hooks) (2)

  • on_war_won_attacker
  • on_war_won_defender

Source: game/common/scripted_effects/00_war_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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