Scripted effect
disburse_feast_activity_rewards
disburse_feast_activity_rewards = yesgame/common/scripted_effects/00_activity_effects.txt, line 3052 (801 lines). No parameters.
disburse_feast_activity_rewards is a scripted effect in Crusader Kings III, written at line 3052 of its file. It takes no parameters: disburse_feast_activity_rewards = yes. The game's script calls it in 2 places, among them Feast (activity) and A Celebration's End (event feast.7101). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_activity_effects.txt.
What it does
If
scope:activity:has_activity_option = { category = feast_option_courses option = feast_courses_good }
Then
- scope:activity › Activity log entry › You:
Else if
scope:activity:has_activity_option = { category = feast_option_courses option = feast_courses_normal }
Then
- scope:activity › Activity log entry › You:
Otherwise
- scope:activity › Activity log entry › You:
If
- scope:host › Their domicile:
has_domicile_parameter = estate_improved_feast_opiniondomicile_location = scope:activity_location
Then
- scope:activity › Activity log entry › You › scope:activity › Every attending character: Opinion: Impressed (+5)
- scope:host › Their domicile:
If
scope:activity:has_activity_option = { category = feast_option_food option = feast_food_good }
Then
- scope:activity › Activity log entry › You:
add_prestige = { … }
Else if
scope:activity:has_activity_option = { category = feast_option_food option = feast_food_normal }
Then
- scope:activity › Activity log entry › You:
add_prestige = { … }
Otherwise
- scope:activity › Activity log entry › You:
add_prestige = { … }
If
scope:activity:has_activity_option = { category = feast_option_wine option = feast_wine_extensive }
Then
- scope:activity › Activity log entry › You:
change_influence = { … }
Else if
scope:activity:has_activity_option = { category = feast_option_wine option = feast_wine_normal }
Then
- scope:activity › Activity log entry › You:
change_influence = { … }
Else if
scope:activity:has_activity_option = { category = feast_option_wine option = feast_wine_limited }
Then
- scope:activity › Activity log entry › You:
change_influence = { … }
- … (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_feast_activity_rewards = {
# for the loc
save_scope_as = root_scope
# Rewards based on Activity Options
# Number of courses
if = {
limit = {
scope:activity = {
has_activity_option = {
category = feast_option_courses
option = feast_courses_good
}
}
}
scope:activity = {
add_activity_log_entry = {
key = courses_good_reward_tt
tags = { completed }
character = scope:root_scope
show_in_conclusion = yes
score = 50
# Effects
root = {
# Host Rewards
#Max Food Option will make Courtly Vassals more happy than other guests.
#Court Amenities can increase this further.
every_vassal_or_below = {
vassal_stance = courtly
limit = {
is_participant_in_activity = scope:activity
}
custom = every_courtly_vassal
add_opinion = {
modifier = hosted_feast_opinion
target = root
opinion = feast_opinion_max_food_value
}
}
# Vassal Opinion
scope:activity = {
every_attending_character = {
limit = {
this != root
trigger_if = {
limit = {
is_vassal_of = root
}
NOT = { has_vassal_stance = courtly }
}
}
custom = custom.every_attending_character_but_courtly
add_opinion = {
target = root
modifier = impressed_opinion
opinion = feast_opinion_max_food_value
}
}
}
}
}
}
}
else_if = {
limit = {
scope:activity = {
has_activity_option = {
category = feast_option_courses
option = feast_courses_normal
}
}
}
#With Middle Food Option
scope:activity = {
add_activity_log_entry = {
key = courses_normal_reward_tt
tags = { completed }
character = scope:root_scope
show_in_conclusion = yes
score = 50
# Effects
root = {
# Host Rewards
#With Middle Food Option Courtly vassals have slightly higher opinion gain than others
#Very High Court Amenities can increase it slightly.
# Courtly Vassal Opinion
every_vassal_or_below = {
vassal_stance = courtly
limit = {
is_participant_in_activity = scope:activity
}
custom = every_courtly_vassal
add_opinion = {
modifier = hosted_feast_opinion
target = root
opinion = feast_opinion_medium_food_value
}
}
# Vassal Opinion
scope:activity = {
every_attending_character = {
limit = {
this != root
trigger_if = {
limit = {
is_vassal_of = root
}
NOT = { has_vassal_stance = courtly }
}
}
custom = custom.every_attending_character_but_courtly
add_opinion = {As written in game/common/scripted_effects/00_activity_effects.txt.
The first 120 of its 801 lines; the rest is in game/common/scripted_effects/00_activity_effects.txt from line 3052.
Where it is used
Every place in common/, events/ and history/ that calls disburse_feast_activity_rewards.
Activities (1)
Events (1)
- A Celebration's End
feast.7101
Source: game/common/scripted_effects/00_activity_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.