Scripted effect · Roads to Power files
disburse_camp_party_reward_effect
disburse_camp_party_reward_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 11655 (623 lines). No parameters.
disburse_camp_party_reward_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 11655 of its file. It takes no parameters: disburse_camp_party_reward_effect = yes. The game's script calls it in 1 place, among them camp_party_completed_log_entry_effect (scripted effect). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
- Their activity:
scope:host:If
- Their activity:
has_activity_option = { category = camp_party_option_drinks option = camp_party_drinks_abundant }
Then
- Gains the modifier “Master of Ceremonies” for 3 years
- Stress Gain -15%
- Courtier and Guest Opinion +15
- Monthly Prestige +15%
- Provisions Gain +15%
- Domicile Building Construction Time -15%
- Their activity:
If
- Their activity:
One of these
has_activity_option = { category = camp_party_option_drinks option = camp_party_drinks_abundant }or
has_activity_option = { category = camp_party_option_drinks option = camp_party_drinks_adequate }
Then
- Their activity › Every Attending Guest: Opinion: Life of the Party (+35)
- Their activity:
If
- Their activity:
One of these
has_activity_option = { category = camp_party_option_drinks option = camp_party_drinks_abundant }or
has_activity_option = { category = camp_party_option_drinks option = camp_party_drinks_adequate }
Then
- If does not have the Trait: Eager Reveler: Gains the Trait Eager Reveler
- Eager Reveler experience changes
- Their activity:
- If activity special type progression at least 100:
- Every Attending Guest: Loses 150 Stress
scope:host:- Their domicile › Depending on domicile building:
- When domicile building is camp main 01:
add_domicile_building = camp_main_02
- When domicile building is camp main 02:
add_domicile_building = camp_main_03
- When domicile building is camp main 03:
add_domicile_building = camp_main_04
- When domicile building is supply tent 01:
add_domicile_building = supply_tent_02
- When domicile building is supply tent 02:
add_domicile_building = supply_tent_03
- When domicile building is supply tent 03:
add_domicile_building = supply_tent_04
- When domicile building is supply tent 04:
add_domicile_building = supply_tent_05
- When domicile building is supply tent 05:
add_domicile_building = supply_tent_06
- When domicile building is barber tent 01:
add_domicile_building = barber_tent_02
- When domicile building is barber tent 02:
add_domicile_building = barber_tent_03
- When domicile building is barber tent 03:
add_domicile_building = barber_tent_04
- When domicile building is barber tent 04:
add_domicile_building = barber_tent_05
- When domicile building is barber tent 05:
add_domicile_building = barber_tent_06
- When domicile building is baggage train 01:
add_domicile_building = baggage_train_02
- When domicile building is baggage train 02:
add_domicile_building = baggage_train_03
- When domicile building is baggage train 03:
add_domicile_building = baggage_train_04
- When domicile building is baggage train 04:
add_domicile_building = baggage_train_05
- When domicile building is baggage train 05:
add_domicile_building = baggage_train_06
- When domicile building is camp fire 01:
add_domicile_building = camp_fire_02
- When domicile building is camp fire 02:
add_domicile_building = camp_fire_03
- When domicile building is camp fire 03:
add_domicile_building = camp_fire_04
- When domicile building is camp fire 04:
add_domicile_building = camp_fire_05
- When domicile building is camp fire 05:
add_domicile_building = camp_fire_06
- When domicile building is proving grounds 01:
add_domicile_building = proving_grounds_02
- When domicile building is proving grounds 02:
add_domicile_building = proving_grounds_03
- When domicile building is proving grounds 03:
add_domicile_building = proving_grounds_04
- When domicile building is proving grounds 04:
add_domicile_building = proving_grounds_05
- When domicile building is proving grounds 05:
add_domicile_building = proving_grounds_06
- When domicile building is camp perimeter 01:
add_domicile_building = camp_perimeter_02
- When domicile building is camp perimeter 02:
add_domicile_building = camp_perimeter_03
- When domicile building is camp perimeter 03:
add_domicile_building = camp_perimeter_04
- When domicile building is camp perimeter 04:
add_domicile_building = camp_perimeter_05
- When domicile building is camp perimeter 05:
add_domicile_building = camp_perimeter_06
- When domicile building is mess tent 01:
add_domicile_building = mess_tent_02
- When domicile building is mess tent 02:
add_domicile_building = mess_tent_03
- When domicile building is mess tent 03:
add_domicile_building = mess_tent_04
- When domicile building is mess tent 04:
add_domicile_building = mess_tent_05
- When domicile building is mess tent 05:
add_domicile_building = mess_tent_06
- When domicile building is camp main 01:
- You gained 2 new Contracts
- Their domicile:
change_provisions = massive_provisions_gain
bp2_lifestyle_xp_gain_per_type_effect = { VALUE = major }
- Their domicile › Depending on domicile building:
- Else, if all of these hold:
- Conditions:
- Activity special type progression less than 100
- Activity special type progression at least 75
- Then:
- Every Attending Guest: Loses 100 Stress
scope:host:- You gained a new Contract
- Their domicile:
change_provisions = major_provisions_gain
bp2_lifestyle_xp_gain_per_type_effect = { VALUE = medium }
- Conditions:
- Else, if all of these hold:
- … (more in the script below)
• 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)
disburse_camp_party_reward_effect = {
involved_activity ?= {
###Non-progression linked
#Drinks
scope:host = {
#For highest level drinks
if = {
limit = {
involved_activity = {
has_activity_option = {
category = camp_party_option_drinks
option = camp_party_drinks_abundant
}
}
}
add_character_modifier = {
modifier = ep3_master_of_ceremonies
years = 3
}
}
#For any level of drinks
#Opinion
if = {
limit = {
involved_activity = {
OR = {
has_activity_option = {
category = camp_party_option_drinks
option = camp_party_drinks_abundant
}
has_activity_option = {
category = camp_party_option_drinks
option = camp_party_drinks_adequate
}
}
}
}
involved_activity = {
every_attending_character = {
limit = {
this != scope:host
}
custom = every_attending_guest
add_opinion = {
modifier = feast_life_of_the_party_opinion
target = scope:host
opinion = 35
}
}
}
}
# Reveler Trait
if = {
limit = {
involved_activity = {
OR = {
has_activity_option = {
category = camp_party_option_drinks
option = camp_party_drinks_abundant
}
has_activity_option = {
category = camp_party_option_drinks
option = camp_party_drinks_adequate
}
}
}
}
if = {
limit = {
NOT = {
has_trait = lifestyle_reveler
}
}
add_trait = lifestyle_reveler
}
add_trait_xp = {
trait = lifestyle_reveler
value = {
integer_range = {
min = small_lifestyle_random_xp_low
max = small_lifestyle_random_xp_high
}
}
}
}
}
#100 Carousing
if = {
limit = { var:activity_special_type_progression >= 100 }
#Stress Loss
every_attending_character = {
custom = every_attending_guest
add_stress = -150
}
#Host effects
scope:host = {
if = {
limit = {
NOT = {
exists = scope:domicile_building #already saved
}
}
hidden_effect = {
domicile = {
random_list = {
1 = {
trigger = {
has_domicile_building_or_higher = camp_main_01
NOT = { has_domicile_building = camp_main_04 }
}
switch = {
trigger = has_domicile_building
camp_main_01 = {
save_scope_value_as = {
name = domicile_buildingAs written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 623 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 11655.
Where it is used
Every place in common/, events/ and history/ that calls disburse_camp_party_reward_effect.
Scripted effects (1)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.