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

decide_what_options_to_present_effect

decide_what_options_to_present_effect = yes

game/common/scripted_effects/00_intrigue_lifestyle_effects.txt, line 16 (747 lines). No parameters.

decide_what_options_to_present_effect is a scripted effect in Crusader Kings III, written at line 16 of its file. It takes no parameters: decide_what_options_to_present_effect = yes. The game's script calls it in 3 places, among them To Put on an Act (event intrigue_scheming_special.1002), To Put on an Act (event intrigue_scheming_special.1003) and To Put on an Act (event intrigue_scheming_special.1004). Patch 1.20.1.2, from game/common/scripted_effects/00_intrigue_lifestyle_effects.txt.

The comment above it in the file

Find one personality trigger that the character has, and two that they do not.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
decide_what_options_to_present_effect = {
	hidden_effect = {
		random_list = {
			1 = {
				modifier = {	
					add = 2
					scope:courtier_spy = {
						has_trait_malicious_trigger = yes
					}
				}
				ai_value_modifier = {
					ai_vengefulness = medium_chance_impact_positive_vengefulness
				}
				set_variable = {
					name = option_to_present
					value = flag:malicious
					days = 800
				}
			}
			1 = {
				modifier = {	
					add = 2
					scope:courtier_spy = {
						has_trait_benevolent_trigger = yes
					}
				}
				ai_value_modifier = {
					ai_compassion = medium_chance_impact_positive_compassion
					ai_rationality = low_chance_impact_positive_rationality
				}
				set_variable = {
					name = option_to_present
					value = flag:benevolent
					days = 800
				}
			}
			1 = {
				modifier = {	
					add = 2
					scope:courtier_spy = {
						has_trait_dominant_trigger = yes
					}
				}
				ai_value_modifier = {
					ai_boldness = medium_chance_impact_positive_boldness
				}
				set_variable = {
					name = option_to_present
					value = flag:dominant
					days = 800
				}
			}
			1 = {
				modifier = {	
					add = 2
					scope:courtier_spy = {
						has_trait_submissive_trigger = yes
					}
				}
				ai_value_modifier = {
					ai_boldness = medium_chance_impact_negative_boldness
					ai_energy = low_chance_impact_negative_energy
				}
				set_variable = {
					name = option_to_present
					value = flag:submissive
					days = 800
				}
			}
			1 = {
				modifier = {	
					add = 2
					scope:courtier_spy = {
						has_trait_extroverted_trigger = yes
					}
				}
				ai_value_modifier = {
					ai_boldness = medium_chance_impact_positive_boldness
					ai_compassion = low_chance_impact_positive_boldness
				}
				set_variable = {
					name = option_to_present
					value = flag:extroverted
					days = 800
				}
			}
			1 = {
				modifier = {	
					add = 2
					scope:courtier_spy = {
						has_trait_introverted_trigger = yes
					}
				}
				ai_value_modifier = {
					ai_boldness = medium_chance_impact_negative_boldness
				}
				set_variable = {
					name = option_to_present
					value = flag:introverted
					days = 800
				}
			}
			1 = {
				modifier = {	
					add = 2
					scope:courtier_spy = {
						has_trait_emotional_trigger = yes
					}
				}
				ai_value_modifier = {
					ai_energy = medium_chance_impact_positive_energy
				}
				set_variable = {
					name = option_to_present
					value = flag:emotional
					days = 800
				}
			}
			1 = {
				modifier = {	

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

The first 120 of its 747 lines; the rest is in game/common/scripted_effects/00_intrigue_lifestyle_effects.txt from line 16.

Where it is used

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

Events (3)

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

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