Scripted effect
send_captured_combatant_message
send_captured_combatant_message = { DESC = … IS_ENEMY_MESSAGE = … TITLE = … TOAST = … }game/common/scripted_effects/00_war_effects.txt, line 1702 (56 lines). Parameters: $DESC$, $IS_ENEMY_MESSAGE$, $TITLE$, $TOAST$.
send_captured_combatant_message is a scripted effect in Crusader Kings III, written at line 1702 of its file. A call passes 4 parameters: DESC, IS_ENEMY_MESSAGE, TITLE and TOAST. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_war_effects.txt.
What it does
If
$TOAST$ = yes
Then
message_filter_type = combat_prisoners
• 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 (56 lines of game script)
send_captured_combatant_message = {
# The positioning of the character portraits needs to sync up with the loc-string we're using.
if = {
limit = {
$IS_ENEMY_MESSAGE$ = no
}
root = {
save_scope_as = right_character
}
scope:enemy_army_owner = {
save_scope_as = left_character
}
}
else = {
root = {
save_scope_as = left_character
}
scope:enemy_army_owner = {
save_scope_as = right_character
}
}
# Send either a toast or a message to this character, depending on what variable was passed in.
if = {
limit = {
$TOAST$ = yes
}
send_interface_toast = {
message_filter_type = combat_prisoners
title = $DESC$
left_icon = scope:left_character
right_icon = scope:right_character
}
}
else_if = {
limit = {
$IS_ENEMY_MESSAGE$ = no
}
send_interface_message = {
type = event_captured_combatants_good
title = $TITLE$
desc = $DESC$
left_icon = scope:left_character
right_icon = scope:right_character
}
}
else = {
send_interface_message = {
type = event_captured_combatants_bad
title = $TITLE$
desc = $DESC$
left_icon = scope:left_character
right_icon = scope:right_character
}
}
}As written in game/common/scripted_effects/00_war_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_war_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.