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

tournament_contest_wager_info_effect

tournament_contest_wager_info_effect = yes

game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt, line 3562 (42 lines). No parameters.

tournament_contest_wager_info_effect is a scripted effect in Crusader Kings III, in the Tours and Tournaments files, written at line 3562 of its file. It takes no parameters: tournament_contest_wager_info_effect = yes. The game's script calls it in 7 places, among them … …: … and … (event contest_events.0810), …: Bad Day (event contest_events.4501) and …: Enthusiastic Encouragement (event contest_events.4600). Its body carries 6 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

Tooltips for current status of placed wager

What it does

  • If

    a check the game hides

    Then

    • If

      Then

      • Depending on tournament wager target:
        • When tournament wager target is scope:contest loser: You lost your … wager on …
        • When tournament wager target is scope:contest winner: You stand to win … if … wins

      Otherwise

      • If

        a check the game hides

        Then

        • If

          • scope:activity:
            • has_current_phase = tournament_phase_horse_race

          Then

          • You stand to win … if … horse, …, wins

          Otherwise

          • You stand to win … if … wins

        Otherwise

        • If

          • scope:activity:
            • has_current_phase = tournament_phase_horse_race

          Then

          • You lost your … wager on … horse, …

          Otherwise

          • You lost your … wager on …

• 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 (42 lines of game script)
tournament_contest_wager_info_effect = {
	if = {
		limit = {
			exists = var:tournament_wager_target
			exists = var:tournament_wager_payout
		}
		var:tournament_wager_target = { save_scope_as = wager_target }
		if = {
			limit = {
				scope:activity = { activity_tournament_versus_contest_trigger = yes }
			}
			switch = {
				trigger = var:tournament_wager_target
				scope:contest_loser = { custom_tooltip = wager_lost_tooltip }
				scope:contest_winner = { custom_tooltip = wager_valid_tooltip }
			}
		}
		else = {
			if = {
				limit = {
					var:tournament_wager_target = { exists = var:contest_aptitude }
				}
				if = {
					limit = {
						scope:activity = { has_current_phase = tournament_phase_horse_race }
					}
					custom_tooltip = wager_valid_horse_tooltip
				}
				else = { custom_tooltip = wager_valid_tooltip }
			}
			else = {
				if = {
					limit = {
						scope:activity = { has_current_phase = tournament_phase_horse_race }
					}
					custom_tooltip = wager_lost_horse_tooltip
				}
				else = { custom_tooltip = wager_lost_tooltip }
			}
		}
	}
}

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_wager_info_effect.

Events (7)

1 more

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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