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

disburse_wedding_activity_rewards

disburse_wedding_activity_rewards = yes

game/common/scripted_effects/00_activity_effects.txt, line 1314 (644 lines). No parameters.

disburse_wedding_activity_rewards is a scripted effect in Crusader Kings III, written at line 1314 of its file. It takes no parameters: disburse_wedding_activity_rewards = yes. The game's script calls it in 1 place, among them Grand Wedding (activity). Its body carries 9 texts 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

  • scope:activity:
    • If

      • has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_good }

      Then

      Else if

      • has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_normal }

      Then

      Else if

      • has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_bad }

      Then

    • If

      • has_activity_option = { category = wedding_option_food option = wedding_food_good }

      Then

      • Activity log entry:
        • Every Guest: Opinion: Impressed (+30)
        • Every Guest:
          • If

            • scope:host: Is played by the AI

            Then

            • … gained +15 Opinion with every attending character
          • If

            • scope:spouse_1: Is played by the AI

            Then

            • … gained +15 Opinion with every attending character
          • If

            • scope:spouse_2: Is played by the AI

            Then

            • … gained +15 Opinion with every attending character

      Else if

      • has_activity_option = { category = wedding_option_food option = wedding_food_normal }

      Then

      • Activity log entry:
        • Every Guest: Opinion: Impressed (+20)
        • Every Guest:
          • If

            • scope:host: Is played by the AI

            Then

            • … gained +10 Opinion with every attending character
          • If

            • scope:spouse_1: Is played by the AI

            Then

            • … gained +10 Opinion with every attending character
          • If

            • scope:spouse_2: Is played by the AI

            Then

            • … gained +10 Opinion with every attending character

      Else if

      • has_activity_option = { category = wedding_option_food option = wedding_food_bad }

      Then

      • Activity log entry:
        • Every Guest: Opinion: Impressed (+5)
        • Every Guest:
          • If

            • scope:host: Is played by the AI

            Then

            • … gained +5 Opinion with every attending character
          • If

            • scope:spouse_1: Is played by the AI

            Then

            • … gained +5 Opinion with every attending character
          • If

            • scope:spouse_2: Is played by the AI

            Then

            • … gained +5 Opinion with every attending character
    • If

      • has_activity_option = { category = wedding_option_decoration option = wedding_decoration_good }

      Then

      Else if

      • has_activity_option = { category = wedding_option_decoration option = wedding_decoration_normal }

      Then

      • Activity log entry:
        • You:
          • Gains the modifier “Gracious Host” for 20 years
            • Monthly Prestige +3%
            • … (more in the script below)
          • … (more in the script below)
        • … (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_wedding_activity_rewards = {
	# for the loc
	save_scope_as = root_scope

	scope:activity = {
		### Rewards based on Options
		# Entertainment
		if = {
			limit = {
				has_activity_option = {
					category = wedding_option_entertainment
					option = wedding_entertainment_good
				}
			}
			add_activity_log_entry = {
				key = host_wedding_entertainment_good
				tags = { completed }
				score = 100
				# this line below adds the entry to the Effects section of the conclusion UI
				show_in_conclusion = yes
				character = scope:root_scope

				root = { add_prestige = 900 }
				every_attending_character = {
					limit = {
						NOR = {
							this = scope:host
							this = scope:spouse_1
							this = scope:spouse_2
						}
					}
					custom = custom.every_activity_guest
				 	add_prestige = major_prestige_gain
				}
			}
		}
		else_if = {
			limit = {
				has_activity_option = {
					category = wedding_option_entertainment
					option = wedding_entertainment_normal
				}
			}
			add_activity_log_entry = {
				key = host_wedding_entertainment_normal
				tags = { completed }
				score = 100
				# this line below adds the entry to the Effects section of the conclusion UI
				show_in_conclusion = yes
				character = scope:root_scope

				root = { add_prestige = 600 }
				every_attending_character = {
					limit = {
						NOR = {
							this = scope:host
							this = scope:spouse_1
							this = scope:spouse_2
						}
					}
					custom = custom.every_activity_guest
				 	add_prestige = medium_prestige_gain
				}
			}
		}
		else_if = {
			limit = {
				has_activity_option = {
					category = wedding_option_entertainment
					option = wedding_entertainment_bad
				}
			}
			add_activity_log_entry = {
				key = host_wedding_entertainment_bad
				tags = { completed }
				score = 100
				# this line below adds the entry to the Effects section of the conclusion UI
				show_in_conclusion = yes
				character = scope:root_scope

				root = { add_prestige = 300 }
				every_attending_character = {
					limit = {
						NOR = {
							this = scope:host
							this = scope:spouse_1
							this = scope:spouse_2
						}
					}
					custom = custom.every_activity_guest
				 	add_prestige = minor_prestige_gain
				}
			}
		}

		# Food
		if = {
			limit = {
				has_activity_option = {
					category = wedding_option_food
					option = wedding_food_good
				}
			}
			add_activity_log_entry = {
				key = host_wedding_food_good
				tags = { completed }
				score = 100
				# this line below adds the entry to the Effects section of the conclusion UI
				show_in_conclusion = yes
				character = scope:root_scope

				every_attending_character = {
					limit = { this != root }
					custom = custom.every_activity_guest
					add_opinion = {
						target = root
						modifier = impressed_opinion
						opinion = 30
					}
				}

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

The first 120 of its 644 lines; the rest is in game/common/scripted_effects/00_activity_effects.txt from line 1314.

Where it is used

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

Activities (1)

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.

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