Scripted effect
call_ally_interaction_event_effect
call_ally_interaction_event_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 3192 (127 lines). No parameters.
call_ally_interaction_event_effect is a scripted effect in Crusader Kings III, written at line 3192 of its file. It takes no parameters: call_ally_interaction_event_effect = yes. The game's script calls it in 2 places, among them call_ally.0100 (event) and call_ally_interaction_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
The comment above it in the file
So that we can show a tooltip in the event about them responding
What it does
If
One of these
- scope:actor › Any home court hostage:
warden ?= { is_attacker_in_war = scope:target }
or
scope:target › Any war attacker › Any warden hostage:home_court ?= scope:actor
- scope:actor › Any home court hostage:
Then
- Wardens at War with Home Courts may freely execute Hostages
scope:target:If
is_attacker = scope:actor
Then
add_attacker = scope:recipientscope:actor:If
- Government uses the Mandala Capital Temple Complex Great Project and Great Building
scope:recipient:is_tributary_of = scope:actor
Then
If
scope:recipient.primary_title.tier = tier_barony
Then
add_piety = { add = minor_piety_loss multiply = 2 }
Else if
scope:recipient.primary_title.tier = tier_county
Then
add_piety = { add = medium_piety_loss multiply = 2 }
Else if
scope:recipient.primary_title.tier = tier_duchy
Then
add_piety = { add = major_piety_loss multiply = 2 }
Else if
scope:recipient.primary_title.tier = tier_kingdom
Then
add_piety = { add = massive_piety_loss multiply = 1.5 }
Else if
scope:recipient.primary_title.tier = tier_empire
Then
add_piety = { add = monumental_piety_loss multiply = 1.5 }
Else if
scope:recipient.primary_title.tier = tier_hegemony
Then
add_piety = { add = monumental_piety_loss multiply = 2.5 }
Otherwise
If
NOT = { has_relation_blood_brother = scope:recipient }
Then
If
scope:actor:- Their faith is the same as that of recipient
- The Personal Tenets unlock tenet peace of god cheaper ally call
- Their faith:
faith_hostility_level = { target = scope:target.primary_defender.faith value >= faith_hostile_level }
Then
Otherwise
add_prestige = { value = 0 subtract = scope:recipient.tier_scaled_prestige_value }
Otherwise
add_defender = scope:recipient
• 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 (120 lines of game script)
call_ally_interaction_event_effect = {
if = {
limit = {
OR = {
scope:actor = {
any_home_court_hostage = {
warden ?= { is_attacker_in_war = scope:target }
}
}
scope:target = {
any_war_attacker = {
any_warden_hostage = { home_court ?= scope:actor }
}
}
}
}
custom_tooltip = hostage_execution_warning_tt
}
scope:target = {
hidden_effect = {
set_called_to = scope:recipient
}
if = {
limit = {
is_attacker = scope:actor
}
add_attacker = scope:recipient
scope:actor = {
#Check for Mandala first
if = {
limit = {
government_has_flag = government_is_mandala
scope:recipient = { is_tributary_of = scope:actor }
}
if = {
limit = {
scope:recipient.primary_title.tier = tier_barony
}
add_piety = {
add = minor_piety_loss
multiply = 2
}
}
else_if = {
limit = {
scope:recipient.primary_title.tier = tier_county
}
add_piety = {
add = medium_piety_loss
multiply = 2
}
}
else_if = {
limit = {
scope:recipient.primary_title.tier = tier_duchy
}
add_piety = {
add = major_piety_loss
multiply = 2
}
}
else_if = {
limit = {
scope:recipient.primary_title.tier = tier_kingdom
}
add_piety = {
add = massive_piety_loss
multiply = 1.5
}
}
else_if = {
limit = {
scope:recipient.primary_title.tier = tier_empire
}
add_piety = {
add = monumental_piety_loss
multiply = 1.5
}
}
else_if = {
limit = {
scope:recipient.primary_title.tier = tier_hegemony
}
add_piety = {
add = monumental_piety_loss
multiply = 2.5
}
}
}
#Then do everything else
else = {
if = {
limit = {
NOT = {
has_relation_blood_brother = scope:recipient
}
}
if = { # PAM - Peace of God PT discount
limit = {
scope:actor = {
faith = scope:recipient.faith
has_personal_tenet_flag = tenet_peace_of_god_cheaper_ally_call
faith = {
faith_hostility_level = {
target = scope:target.primary_defender.faith
value >= faith_hostile_level
}
}
}
}
pam_peace_of_god_personal_tenet_cheaper_alliance_call_effect = yes
}
else = {
add_prestige = {
value = 0
subtract = scope:recipient.tier_scaled_prestige_value
}
}
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
The first 120 of its 127 lines; the rest is in game/common/scripted_effects/00_interaction_effects.txt from line 3192.
Where it is used
Every place in common/, events/ and history/ that calls call_ally_interaction_event_effect.
Events (1)
Scripted effects (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.