Scripted effect
remove_travel_option_added_character_effect
remove_travel_option_added_character_effect = yesgame/common/scripted_effects/00_courtier_guest_management_effects.txt, line 1583 (31 lines). No parameters.
remove_travel_option_added_character_effect is a scripted effect in Crusader Kings III, written at line 1583 of its file. It takes no parameters: remove_travel_option_added_character_effect = yes. The game's script calls it in 2 places, among them on_travel_plan_abort (on action) and on_travel_plan_complete (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (31 lines of game script)
remove_travel_option_added_character_effect = {
save_scope_as = travel_owner
# Send all the hired companions back to the pool
current_travel_plan = {
every_entourage_character = {
limit = {
has_character_flag = travel_option_added_character
}
if = { #Characters that should in fact not leave because of _stuff_ that happened en route
limit = {
is_ruler = no
NOT = {
any_spouse = {
is_ruler = yes
}
}
trigger_if = {
limit = {
inspiration ?= {
exists = inspiration_sponsor
}
}
NOT = { scope:travel_owner = inspiration.inspiration_sponsor }
}
}
select_and_move_to_pool_effect = yes
}
remove_character_flag = travel_option_added_character #We always clean up the flag.
}
}
}As written in game/common/scripted_effects/00_courtier_guest_management_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_travel_option_added_character_effect.
On actions (the game's own hooks) (2)
- on_travel_plan_abort
- on_travel_plan_complete
Source: game/common/scripted_effects/00_courtier_guest_management_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.