CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect · Roads to Power files

disburse_camp_party_reward_effect

disburse_camp_party_reward_effect = yes

game/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

      • 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)
      • 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 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
        • You gained 2 new Contracts
        • Their domicile:
          • change_provisions = massive_provisions_gain
        • bp2_lifestyle_xp_gain_per_type_effect = { VALUE = major }
    • Else, if all of these hold:
      • Conditions:
        • Activity special type progression less than 100
        • Activity special type progression at least 75
      • Then:
    • Else, if all of these hold:
      • Conditions:
        • Activity special type progression less than 75
        • Activity special type progression at least 50
      • Then:
        • Every Attending Guest: Loses 75 Stress
        • scope:host:
          • Their domicile: … (more in the script below)
          • … (more in the script below)
    • … (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_building

As 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.

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.

Spotted a mistake on this page?