CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

change_house_relation_effect

change_house_relation_effect = { CHAR = … HOUSE = … REASON = … TARGET_CHAR = … TITLE = … VALUE = … }

game/common/scripted_effects/10_dlc_tgp_house_relation_scripted_effects.txt, line 208 (22 lines). Parameters: $CHAR$, $HOUSE$, $REASON$, $TARGET_CHAR$, $TITLE$, $VALUE$.

change_house_relation_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 208 of its file. A call passes 6 parameters: CHAR, HOUSE, REASON, TARGET_CHAR, TITLE and VALUE. The game's script calls it in 97 places, among them Acknowledge Bloc Leadership (interaction), Blind (interaction) and Call Follower to War (interaction). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_house_relation_scripted_effects.txt.

The comment above it in the file

Effect for incrementing towards a level change - used actual gameplay effects, e.g. war declarations
Required parameters: HOUSE, CHAR, TARGET_CHAR, TITLE, VALUE, REASON

What it does

  • If

    a check the game hides

    Then

    • impact_house_relation = { target = scope:other_house steps = scope:steps description = house_relation_reason_$REASON$_desc }

• 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 (22 lines of game script)
change_house_relation_effect = {
	# Save scopes to use in localization of description.
	$HOUSE$ ?= { save_scope_as = other_house }
	$CHAR$ ?= { save_scope_as = char }
	$TARGET_CHAR$ ?= { save_scope_as = target_char }
	$TITLE$ ?= { save_scope_as = title }

	save_scope_value_as = {
		name = steps
		value = $VALUE$
	}
	if = {
		limit = {
			exists = scope:other_house
		}
		impact_house_relation = {
			target = scope:other_house
			steps = scope:steps
			description = house_relation_reason_$REASON$_desc
		}
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_house_relation_scripted_effects.txt.

Where it is used

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

Activity pulse actions (1)

  • festival_house_relation_increase

Events (54)

48 more

Scripted effects inside an event file (2)

  • chinese_students.0002.option.b_effect
  • raid_estate_failure_effect

On actions (the game's own hooks) (11)

  • on_betrothal_broken
  • on_divorce
  • on_game_start_after_lobby
  • on_imprison
  • on_join_war_as_secondary
  • on_raid_action_completion
5 more
  • on_set_relation_best_friend
  • on_set_relation_friend
  • on_set_relation_nemesis
  • on_set_relation_rival
  • on_war_started

Combat phase events (2)

  • commander_killed
  • knight_killed

Secret types (1)

  • Murder

Source: game/common/scripted_effects/10_dlc_tgp_house_relation_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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