Scripted effect
remove_board_game_info_effect
remove_board_game_info_effect = yesgame/common/scripted_effects/00_board_game_effects.txt, line 304 (17 lines). No parameters.
remove_board_game_info_effect is a scripted effect in Crusader Kings III, written at line 304 of its file. It takes no parameters: remove_board_game_info_effect = yes. The game's script calls it in 1 place, among them bg_finalise_match_end_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_board_game_effects.txt.
The comment above it in the file
Clean all consequences of a single combat.
What it does
scope:bg_defender:scope:bg_attacker:remove_engaged_in_board_game_variables_effect = yes
• 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 (17 lines of game script)
remove_board_game_info_effect = {
scope:bg_defender = {
# Only remove variables if they're alive, as otherwise we get errors.
if = {
limit = { is_alive = yes }
remove_board_game_variables_effect = yes
}
}
scope:bg_attacker = {
# Only remove variables if they're alive, as otherwise we get errors.
if = {
limit = { is_alive = yes }
remove_board_game_variables_effect = yes
}
}
remove_engaged_in_board_game_variables_effect = yes
}As written in game/common/scripted_effects/00_board_game_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_board_game_info_effect.
Scripted effects inside an event file (1)
- bg_finalise_match_end_effect
Source: game/common/scripted_effects/00_board_game_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.