Scripted effect
send_break_betrothal_notifications_effect
send_break_betrothal_notifications_effect = { BETROTHED = … CHARACTER = … }game/common/scripted_effects/00_marriage_interaction_effects.txt, line 1309 (74 lines). Parameters: $BETROTHED$, $CHARACTER$.
send_break_betrothal_notifications_effect is a scripted effect in Crusader Kings III, written at line 1309 of its file. A call passes 2 parameters: BETROTHED and CHARACTER. The game's script calls it in 1 place, among them on_betrothal_broken (on action). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_marriage_interaction_effects.txt.
The comment above it in the file
CHARACTER = character we check for if they should send a message BETROTHED = the other person in the betrothal scope:reason = flag:timeout, flag:death, flag:faith, or flag:script
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (74 lines of game script)
send_break_betrothal_notifications_effect = {
$BETROTHED$ = { save_scope_as = rejected_betrothed }
$CHARACTER$ = {
if = {
limit = {
is_ai = no
}
switch = {
trigger = scope:reason
flag:script = {
send_interface_message = {
type = msg_break_betrothal
title = msg_break_betrothal
left_icon = $BETROTHED$
custom_tooltip = break_betrothal_hook_toast_desc_self
}
}
flag:faith = {
send_interface_message = {
type = msg_betrothal_invalidated
title = msg_betrothal_invalidated
left_icon = $BETROTHED$
desc = msg_betrothal_invalidated_desc
}
}
# flag:death is hanlded by normal death management events
# flag:timeout is hanlded by caller separately
}
}
else_if = {
limit = {
any_heir_title = {
holder ?= { is_ai = no }
}
}
every_heir_title = {
limit = {
holder = { is_ai = no }
}
holder = {
if = {
limit = {
NOT = { is_in_list = had_notification_sent }
}
add_to_list = had_notification_sent
switch = {
trigger = scope:reason
flag:script = {
send_interface_message = {
type = msg_break_betrothal_player_heir
title = msg_break_betrothal_player_heir
left_icon = $CHARACTER$
right_icon = $BETROTHED$
custom_tooltip = break_betrothal_hook_toast_desc
}
}
flag:faith = {
send_interface_message = {
type = msg_betrothal_invalidated_player_heir
title = msg_betrothal_invalidated_player_heir
left_icon = $CHARACTER$
right_icon = $BETROTHED$
custom_tooltip = break_betrothal_hook_toast_desc
}
}
# flag:death is hanlded by normal death management events
# flag:timeout is hanlded by caller separately
}
}
}
}
}
}
}As written in game/common/scripted_effects/00_marriage_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls send_break_betrothal_notifications_effect.
On actions (the game's own hooks) (1)
- on_betrothal_broken
Source: game/common/scripted_effects/00_marriage_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.