Scripted effect
disburse_wedding_spouse_activity_rewards
disburse_wedding_spouse_activity_rewards = yesgame/common/scripted_effects/00_activity_effects.txt, line 1959 (307 lines). No parameters.
disburse_wedding_spouse_activity_rewards is a scripted effect in Crusader Kings III, written at line 1959 of its file. It takes no parameters: disburse_wedding_spouse_activity_rewards = yes. The game's script calls it in 2 places, among them Grand Wedding (activity) and The Conclusion (event ep2_wedding.0960). 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
- Activity log entry › scope:root_scope: Gain +800 Prestige
Else if
has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_normal }
Then
- Activity log entry › scope:root_scope: Gain +600 Prestige
Else if
has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_bad }
Then
- Activity log entry › scope:root_scope: Gain +400 Prestige
If
has_activity_option = { category = wedding_option_food option = wedding_food_good }
Then
- Activity log entry:
- scope:activity › Every Guest: Opinion: Impressed (+25)
- scope:root_scope › If has the Trait: Eager Reveler: Eager Reveler experience +15
Else if
has_activity_option = { category = wedding_option_food option = wedding_food_normal }
Then
- Activity log entry:
- scope:activity › Every Guest: Opinion: Impressed (+15)
- scope:root_scope › If has the Trait: Eager Reveler: Eager Reveler experience +7
Else if
has_activity_option = { category = wedding_option_food option = wedding_food_bad }
Then
- Activity log entry:
- scope:activity › Every Guest: Opinion: Impressed (+5)
- scope:root_scope › If has the Trait: Eager Reveler: Eager Reveler experience +3
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 › scope:root_scope:
- Gains the modifier “Celebrated a Grandiose Wedding” for 20 years
- Their dynasty: The dynasty gains … Renown
Else if
has_activity_option = { category = wedding_option_decoration option = wedding_decoration_bad }
Then
- Activity log entry › scope:root_scope:
- Gains the modifier “Celebrated a Grand Wedding” for 20 years
- Their dynasty: The dynasty gains … Renown
disburse_activity_stress_loss = yesgrand_activity_participation_legitimacy_effect = yes
• 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_spouse_activity_rewards = {
# for the loc
save_scope_as = root_scope
if = {
limit = {
this = scope:spouse_1
}
scope:spouse_2 = { save_scope_as = other_spouse }
}
else_if = {
limit = {
this = scope:spouse_2
}
scope:spouse_1 = { save_scope_as = other_spouse }
}
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 = spouse_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
target = scope:other_spouse
scope:root_scope = { add_prestige = 800 }
}
}
else_if = {
limit = {
has_activity_option = {
category = wedding_option_entertainment
option = wedding_entertainment_normal
}
}
add_activity_log_entry = {
key = spouse_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
target = scope:other_spouse
scope:root_scope = { add_prestige = 600 }
}
}
else_if = {
limit = {
has_activity_option = {
category = wedding_option_entertainment
option = wedding_entertainment_bad
}
}
add_activity_log_entry = {
key = spouse_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
target = scope:other_spouse
scope:root_scope = { add_prestige = 400 }
}
}
# Food
if = {
limit = {
has_activity_option = {
category = wedding_option_food
option = wedding_food_good
}
}
add_activity_log_entry = {
key = spouse_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
target = scope:other_spouse
scope:activity = {
every_attending_character = {
limit = {
NOR = {
this = scope:root_scope
this = scope:host
this = scope:other_spouse
}
}
custom = custom.every_activity_guest
add_opinion = {
target = scope:root_scope
modifier = impressed_opinion
opinion = 25
}
}
}
scope:root_scope = {
if = {
limit = {
has_trait = lifestyle_reveler
}
add_trait_xp = {
trait = lifestyle_reveler
value = 15
}As written in game/common/scripted_effects/00_activity_effects.txt.
The first 120 of its 307 lines; the rest is in game/common/scripted_effects/00_activity_effects.txt from line 1959.
Where it is used
Every place in common/, events/ and history/ that calls disburse_wedding_spouse_activity_rewards.
Activities (1)
Events (1)
- The Conclusion
ep2_wedding.0960
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.