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_intentor
has_activity_intent = woo_attendee_intentor
All of these
has_activity_intent = impose_obedience_intentscope:host.intent_target:NOT = { is_obedient_to = scope:host }
Then
- Depending on has activity intent:
- When has activity intent is Befriend:
progress_towards_friend_effect = { REASON = $REASON$ CHARACTER = $CHARACTER$ OPINION = default_friend_opinion }
- When has activity intent is Seduce:
progress_towards_lover_effect = { REASON = $REASON$ CHARACTER = $CHARACTER$ OPINION = default_lover_opinion }
- When has activity intent is Impose Obedience:
$CHARACTER$ = { … }
- When has activity intent is Befriend:
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)
- The Shot
hunt.4001 - Troublesome Terrain
hunt.4014 - Under My Wing
hunt.5060
Scripted effects (1)
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.