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

apply_clan_unity_interaction_effect

apply_clan_unity_interaction_effect = { CHARACTER = … DESC = … TARGET = … VALUE = … VALUE_REVERSED = … }

game/common/scripted_effects/00_interaction_effects.txt, line 5209 (44 lines). Parameters: $CHARACTER$, $DESC$, $TARGET$, $VALUE$, $VALUE_REVERSED$.

apply_clan_unity_interaction_effect is a scripted effect in Crusader Kings III, written at line 5209 of its file. A call passes 5 parameters: CHARACTER, DESC, TARGET, VALUE and VALUE_REVERSED. The game's script calls it in 3 places, among them Adopt Clan Ways through House (decision), House Customs (event fp3_misc_decisions.0051) and add_clan_unity_interaction_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.

What it does

  • $CHARACTER$.house = { … }
  • If

    • If

      • $VALUE$ >= 0

      Then

      • $VALUE$ >= major_unity_value

      Otherwise

      • $VALUE$ <= major_unity_value

    Then

• 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 (44 lines of game script)
apply_clan_unity_interaction_effect = {
	# Save scopes for localisation
	$CHARACTER$ = { save_scope_as = unity_character }
	$TARGET$ = { save_scope_as = unity_target }

	$CHARACTER$.house = {
		save_scope_as = character_house

		add_unity_value = {
			value = {
				value = $VALUE$
				if = { # House heads have a larger impact on unity
					limit = { house_head = $CHARACTER$ }
					multiply = unity_house_head_multiplier_value
				}
				if = {
					limit = { $VALUE_REVERSED$ = yes }
					multiply = -1
				}
			}
			character = $CHARACTER$
			desc = $DESC$
		}
	}

	# Notify human players if they are not involved!
	if = {
		limit = {
			trigger_if = {
				limit = { $VALUE$ >= 0 }
				$VALUE$ >= major_unity_value
			}
			trigger_else = {
				$VALUE$ <= major_unity_value
			}
		}
		# Notify human players if they are not involved!
		notify_players_about_unity_change_effect = {
			CHARACTER = $CHARACTER$
			TARGET = $TARGET$
			DESC = $DESC$
		}
	}
}

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

Where it is used

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

Events (1)

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

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