Scripted effect
try_to_set_event_recurrer_relationship_effect
try_to_set_event_recurrer_relationship_effect = { TARGET = … }game/common/scripted_effects/00_laamp_effects.txt, line 1795 (15 lines). Parameters: $TARGET$.
try_to_set_event_recurrer_relationship_effect is a scripted effect in Crusader Kings III, written at line 1795 of its file. A call passes 1 parameter: TARGET. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_laamp_effects.txt.
What it does
If
- Relation (less than 5):
is_valid_active_event_recurrer_trigger = { LIEGE = scope:liege_temp }
Then
set_relation_event_recurrer = $TARGET$
- Relation (less than 5):
• 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 (15 lines of game script)
try_to_set_event_recurrer_relationship_effect = {
if = {
limit = {
save_scope_as = liege_temp
any_relation = {
type = event_recurrer
# Only count recurrers that are still useful: if they've been demoted or incapacitated, someone should fill the gap.
is_valid_active_event_recurrer_trigger = { LIEGE = scope:liege_temp }
# We don't want too few, don't want too many.
count < 5
}
}
set_relation_event_recurrer = $TARGET$
}
}As written in game/common/scripted_effects/00_laamp_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_laamp_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.