CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Tours and Tournaments files

tournament_contest_qualification_failure_effect

tournament_contest_qualification_failure_effect = yes

game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt, line 6807 (48 lines). No parameters.

tournament_contest_qualification_failure_effect is a scripted effect in Crusader Kings III, in the Tours and Tournaments files, written at line 6807 of its file. It takes no parameters: tournament_contest_qualification_failure_effect = yes. The game's script calls it in 3 places, among them tournament_contest_race_composition_effect (scripted effect), tournament_contest_turn_composition_effect (scripted effect) and tournament_contest_versus_composition_effect (scripted effect). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt.

The comment above it in the file

Notify of failure to qualify for a contest

What it does

  • If

    • scope:activity:
      • has_current_phase = tournament_phase_horse_race

    Then

    • Your entry did not qualify for … … contest

    Otherwise

    • You did not qualify for … … contest
    • If

      • One of these

        • this = scope:activity.special_guest:special_guest_champion
        • or

          has_court_position = champion_court_position
      • Their liege:
        • Is played by a person
        • is_participant_in_activity = scope:activity

      Then

      • Their liege: Your champion, …, did not qualify for … … contest

• 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 (48 lines of game script)
tournament_contest_qualification_failure_effect = {
	if = {
		limit = { exists = var:contest_aptitude }
		remove_variable = contest_aptitude
	}
	if = {
		limit = { exists = var:progress_to_victory }
		remove_variable = progress_to_victory
	}
	# RACE
	if = {
		limit = {
			scope:activity = { has_current_phase = tournament_phase_horse_race }
		}
		send_interface_toast = {
			title = tournament_qualify_fail_title
			custom_tooltip = tournament_qualify_fail_race_desc
		}
	}
	# VERSUS/TURN
	else = {
		send_interface_toast = {
			title = tournament_qualify_fail_title
			left_icon = root
			custom_tooltip = tournament_qualify_fail_desc
		}
		if = {
			limit = {
				OR = {
					this = scope:activity.special_guest:special_guest_champion
					has_court_position = champion_court_position
				}
				liege = {
					is_ai = no
					is_participant_in_activity = scope:activity
				}
			}
			save_scope_as = contest_champion
			liege = {
				send_interface_toast = {
					title = tournament_champion_qualify_fail_title
					left_icon = scope:contest_champion
					custom_tooltip = tournament_champion_qualify_fail_desc
				}
			}
		}
	}
}

As written in game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls tournament_contest_qualification_failure_effect.

Source: game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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