Scripted effect · All Under Heaven files
change_house_relation_feud_score_effect
change_house_relation_feud_score_effect = { REASON = … TARGET = … VALUE = … }game/common/scripted_effects/10_dlc_tgp_house_relation_scripted_effects.txt, line 231 (73 lines). Parameters: $REASON$, $TARGET$, $VALUE$.
change_house_relation_feud_score_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 231 of its file. A call passes 3 parameters: REASON, TARGET and VALUE. The game's script calls it in 10 places, among them Feud: A Meet Fate (event bp1_house_feud.7002), Feud: Blood for Blood (event bp1_house_feud.7001) and Feud: Rightful … (event bp1_house_feud.7000). Its body carries 6 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_house_relation_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (73 lines of game script)
change_house_relation_feud_score_effect = {
save_scope_as = house
$TARGET$ ?= { save_scope_as = other_house }
random_house_relation = {
limit = {
has_bp1_dlc_trigger = yes
has_house_relation_level = feud
any_relation_house = { scope:other_house ?= this }
}
save_scope_as = relation
if = {
limit = {
exists = var:house_feud_house_1
exists = var:house_feud_house_2
exists = var:house_feud_house_1_score
exists = var:house_feud_house_2_score
}
if = {
limit = { var:house_feud_house_1 = scope:house }
change_variable = { name = house_feud_house_1_score add = $VALUE$ }
}
else = {
change_variable = { name = house_feud_house_2_score add = $VALUE$ }
}
}
else = {
set_variable = { name = house_feud_house_1 value = scope:house }
set_variable = { name = house_feud_house_2 value = scope:other_house }
set_variable = { name = house_feud_house_1_score value = $VALUE$ }
set_variable = { name = house_feud_house_2_score value = 0 }
}
hidden_effect = {
scope:house ?= {
every_house_member = {
limit = { is_ai = no }
send_interface_message = {
type = house_feud_$REASON$_good_message
left_icon = scope:house.house_head
right_icon = scope:other_house.house_head
if = {
limit = { $VALUE$ >= house_feud_major_counter_value }
custom_tooltip = house_feud_tipped_scales_pos_big
}
else_if = {
limit = { $VALUE$ >= house_feud_medium_counter_value }
custom_tooltip = house_feud_tipped_scales_pos_medium
}
else = { custom_tooltip = house_feud_tipped_scales_pos_small }
}
}
}
scope:other_house ?= {
every_house_member = {
limit = { is_ai = no }
send_interface_message = {
type = house_feud_$REASON$_bad_message
left_icon = scope:house.house_head
right_icon = scope:other_house.house_head
if = {
limit = { $VALUE$ >= house_feud_major_counter_value }
custom_tooltip = house_feud_tipped_scales_neg_big
}
else_if = {
limit = { $VALUE$ >= house_feud_medium_counter_value }
custom_tooltip = house_feud_tipped_scales_neg_medium
}
else = { custom_tooltip = house_feud_tipped_scales_neg_small }
}
}
}
}
}
}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_feud_score_effect.
Events (4)
- Feud: A Meet Fate
bp1_house_feud.7002 - Feud: Blood for Blood
bp1_house_feud.7001 - Feud: Rightful …
bp1_house_feud.7000 - Feud: Venerous Vengeance
bp1_house_feud.7003
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.