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

disburse_wedding_spouse_activity_rewards

disburse_wedding_spouse_activity_rewards = yes

game/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

      Else if

      • has_activity_option = { category = wedding_option_food option = wedding_food_normal }

      Then

      Else if

      • has_activity_option = { category = wedding_option_food option = wedding_food_bad }

      Then

    • 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

      Else if

      • has_activity_option = { category = wedding_option_decoration option = wedding_decoration_bad }

      Then

  • disburse_activity_stress_loss = yes
  • grand_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)

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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