Scripted effect
restore_the_danelaw_effect
restore_the_danelaw_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 30 (40 lines). No parameters.
restore_the_danelaw_effect is a scripted effect in Crusader Kings III, written at line 30 of its file. It takes no parameters: restore_the_danelaw_effect = yes. The game's script calls it in 1 place, among them The Laws Restored (event british_isles.1001). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_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 (40 lines of game script)
restore_the_danelaw_effect = {
hidden_effect = { #Should shift all dejure of all Empires owned at the time.
title:k_england = {
every_in_de_jure_hierarchy = {
limit = { tier = tier_duchy }
set_de_jure_liege_title = title:k_danelaw
}
}
title:k_danelaw = {
set_de_jure_liege_title = title:k_england.de_jure_liege
}
}
give_nickname = nick_the_dane
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = no
}
title:k_danelaw = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
title:k_danelaw = {
add_title_law = scandinavian_elective_succession_law
}
if = {
limit = {
highest_held_title_tier < tier_empire
primary_title != title:k_danelaw
}
set_primary_title_to = title:k_danelaw
}
#Destroy england
destroy_title = title:k_england
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls restore_the_danelaw_effect.
Events (1)
- The Laws Restored
british_isles.1001
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.