CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

activity_improve_relations_intent_effect

activity_improve_relations_intent_effect = { CHARACTER = … MODIFIER = … OPINION = … REASON = … }

game/common/scripted_effects/00_hunt_effects.txt, line 2446 (52 lines). Parameters: $CHARACTER$, $MODIFIER$, $OPINION$, $REASON$.

activity_improve_relations_intent_effect is a scripted effect in Crusader Kings III, written at line 2446 of its file. A call passes 4 parameters: CHARACTER, MODIFIER, OPINION and REASON. The game's script calls it in 4 places, among them The Shot (event hunt.4001), Troublesome Terrain (event hunt.4014) and Under My Wing (event hunt.5060). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

  • If

    • intent_target ?= $CHARACTER$
    • One of these

      • has_activity_intent = befriend_attendee_intent
      • or

        has_activity_intent = woo_attendee_intent
      • or

        All of these

        • has_activity_intent = impose_obedience_intent
        • scope:host.intent_target:
          • NOT = { is_obedient_to = scope:host }

    Then

    • Depending on has activity intent:
      • When has activity intent is Befriend:
      • When has activity intent is Seduce:
      • When has activity intent is Impose Obedience:
        • $CHARACTER$ = { … }

    Else if

    a check the game hides

    Then

    • reverse_add_opinion = { modifier = $MODIFIER$ opinion = $OPINION$ target = $CHARACTER$ }

• 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 (52 lines of game script)
activity_improve_relations_intent_effect = {
	if = {
		limit = {
			intent_target ?= $CHARACTER$
			OR = {
				has_activity_intent = befriend_attendee_intent
				has_activity_intent = woo_attendee_intent
				AND = {
					has_activity_intent = impose_obedience_intent
					scope:host.intent_target = { # They're not obedient to you already
						NOT = { is_obedient_to = scope:host }
					}
				}
			}
		}
		switch = {
			trigger = has_activity_intent
			befriend_attendee_intent = {
				progress_towards_friend_effect = {
					REASON = $REASON$
					CHARACTER = $CHARACTER$
					OPINION = default_friend_opinion
				}
			}
			woo_attendee_intent = {
				progress_towards_lover_effect = {
					REASON = $REASON$
					CHARACTER = $CHARACTER$
					OPINION = default_lover_opinion
				}
			}
			impose_obedience_intent = {
				$CHARACTER$ = {
					add_opinion = {
						target = scope:host
						modifier = obedience_opinion
					}
				}
			}
		}
	}
	else_if = {
		limit = {
			NOT = { this = $CHARACTER$ }
		}
		reverse_add_opinion = {
			modifier = $MODIFIER$
			opinion = $OPINION$
			target = $CHARACTER$
		}
	}
}

As written in game/common/scripted_effects/00_hunt_effects.txt.

Where it is used

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

Events (3)

Source: game/common/scripted_effects/00_hunt_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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