Scripted effect
decide_what_options_to_present_effect
decide_what_options_to_present_effect = yesgame/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)
- To Put on an Act
intrigue_scheming_special.1002 - To Put on an Act
intrigue_scheming_special.1003 - To Put on an Act
intrigue_scheming_special.1004
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.