Scripted effect
unlock_accolade_type_scripted_effect
unlock_accolade_type_scripted_effect = { ACCOLADE = … }game/common/scripted_effects/00_accolades_scripted_effects.txt, line 3072 (9 lines). Parameters: $ACCOLADE$.
unlock_accolade_type_scripted_effect is a scripted effect in Crusader Kings III, written at line 3072 of its file. A call passes 1 parameter: ACCOLADE. No file of common/, events/ or history/ calls it. Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
The comment above it in the file
unlock_accolade_type_scripted_effect = { ACCOLADE = charmer_attribute }What it does
- … can be Acclaimed as a …
• 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 (9 lines of game script)
unlock_accolade_type_scripted_effect = {
save_scope_as = accolade_knight
accolade_type:$ACCOLADE$ = { save_scope_as = unlock_accolade }
set_variable = {
name = $ACCOLADE$_unlock
value = yes
}
custom_tooltip = unlock_accolade_type_scripted_effect.tt
}As written in game/common/scripted_effects/00_accolades_scripted_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.