Scripted effect
run_setup_tests_effect
run_setup_tests_effect = yesgame/common/scripted_effects/00_setup_tests_effect.txt, line 3 (74 lines). No parameters.
run_setup_tests_effect is a scripted effect in Crusader Kings III, written at line 3 of its file. It takes no parameters: run_setup_tests_effect = yes. The game's script calls it in 1 place, among them on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_setup_tests_effect.txt.
What it does
- Every living character:
If
- Is married
- Is a child
Then
error_log = [THIS.Char.GetLogName] is married but not an adult!
- Every ruler:
If
- Has a Herder Government
holds_landed_title = yes- Their liege: Has a Nomadic Government
Then
error_log = [THIS.Char.GetLogName] is a landed herder marked as a vassal of a nomadic ruler!
If
suzerain != this
Then
If
- Does not have a Nomadic Government
- Does not have a Herder Government
One of these
has_subject_contract_group = tributary_nomadicor
has_subject_contract_group = tributary_steppe
Then
error_log = [THIS.Char.GetLogName] is not a herder or nomad tributary but has a nomadic or steppe subject contract!
Else if
One of these
- Has a Nomadic Government
or
Has a Herder Government
NOT = { has_subject_contract_group = tributary_nomadic }NOT = { has_subject_contract_group = tributary_steppe }One of these
suzerain = { has_government = nomad_government }or
suzerain = { has_government = steppe_admin_government }
Then
error_log = [THIS.Char.GetLogName] is a herder or nomad tributary under a nomad/steppe suzerain but does not have a nomadic/steppe subject contract!
Else if
One of these
- Has a Nomadic Government
or
Has a Herder Government
One of these
has_subject_contract_group = tributary_nomadicor
has_subject_contract_group = tributary_steppe
NOT = { suzerain = { has_government = nomad_government } }NOT = { suzerain = { has_government = steppe_admin_government } }
Then
error_log = [THIS.Char.GetLogName] is a herder or nomad tributary under a non-nomad/steppe suzerain but has a nomadic/steppe subject contract!
• 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 (74 lines of game script)
run_setup_tests_effect = {
every_living_character = {
if = {
limit = {
is_married = yes
is_adult = no
}
error_log = "[THIS.Char.GetLogName] is married but not an adult!"
}
}
every_ruler = {
if = {
limit = {
has_government = herder_government
holds_landed_title = yes
liege = {
this != prev
has_government = nomad_government
}
}
error_log = "[THIS.Char.GetLogName] is a landed herder marked as a vassal of a nomadic ruler!"
}
if = {
limit = { suzerain != this }
if = {
limit = {
NOR = {
has_government = nomad_government
has_government = herder_government
}
OR = {
has_subject_contract_group = tributary_nomadic
has_subject_contract_group = tributary_steppe
}
}
error_log = "[THIS.Char.GetLogName] is not a herder or nomad tributary but has a nomadic or steppe subject contract!"
}
else_if = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
NOR = {
has_subject_contract_group = tributary_nomadic
has_subject_contract_group = tributary_steppe
}
OR = {
suzerain = { has_government = nomad_government }
suzerain = { has_government = steppe_admin_government }
}
}
error_log = "[THIS.Char.GetLogName] is a herder or nomad tributary under a nomad/steppe suzerain but does not have a nomadic/steppe subject contract!"
}
else_if = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
OR = {
has_subject_contract_group = tributary_nomadic
has_subject_contract_group = tributary_steppe
}
NOR = {
suzerain = { has_government = nomad_government }
suzerain = { has_government = steppe_admin_government }
}
}
error_log = "[THIS.Char.GetLogName] is a herder or nomad tributary under a non-nomad/steppe suzerain but has a nomadic/steppe subject contract!"
}
}
}
}As written in game/common/scripted_effects/00_setup_tests_effect.txt.
Where it is used
Every place in common/, events/ and history/ that calls run_setup_tests_effect.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Source: game/common/scripted_effects/00_setup_tests_effect.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.