Scripted effect · Roads to Power files
ep3_adventurer_ai_contract_find_next_contract_effect
ep3_adventurer_ai_contract_find_next_contract_effect = yesgame/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt, line 174 (962 lines). No parameters.
ep3_adventurer_ai_contract_find_next_contract_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 174 of its file. It takes no parameters: ep3_adventurer_ai_contract_find_next_contract_effect = yes. The game's script calls it in 1 place, among them story_adventurer_ai (story cycle). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt.
What it does
story_owner = { … }If
a check the game hides
Then
story_owner = { accept_task_contract = scope:contract }
• 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)
ep3_adventurer_ai_contract_find_next_contract_effect = {
save_scope_as = story
story_owner = {
location.barony.de_jure_liege.holder ?= { save_scope_as = new_employer }
# Create new contract
if = {
limit = { exists = scope:new_employer }
if = { # Mercenaries
limit = {
has_realm_law = camp_purpose_mercenaries
NOR = {
has_relation_rival = scope:new_employer
scope:new_employer = {
any_war_enemy = {
OR = {
is_consort_of = scope:story.story_owner
is_close_family_of = scope:story.story_owner
is_allied_to = scope:story.story_owner
has_relation_friend = scope:story.story_owner
}
}
}
}
can_create_task_contract = {
type_name = laamp_join_war_contract
employer = scope:new_employer
}
}
create_task_contract = {
task_contract_type = laamp_join_war_contract
task_contract_tier = scope:new_employer.task_contract_tier_value
location = scope:new_employer.capital_province
task_contract_employer = scope:new_employer
}
}
else = {
random_list = {
### DIPLOMACY
10 = {
trigger = {
can_create_task_contract = {
type_name = laamp_base_0001
employer = scope:new_employer
}
}
modifier = {
diplomacy != 0
factor = diplomacy
}
create_task_contract = {
task_contract_type = laamp_base_0001
task_contract_tier = scope:new_employer.task_contract_tier_value
location = scope:new_employer.capital_province
task_contract_employer = scope:new_employer
}
}
10 = {
trigger = {
can_create_task_contract = {
type_name = laamp_base_0011
employer = scope:new_employer
}
}
modifier = {
diplomacy != 0
factor = diplomacy
}
create_task_contract = {
task_contract_type = laamp_base_0011
task_contract_tier = scope:new_employer.task_contract_tier_value
location = scope:new_employer.capital_province
task_contract_employer = scope:new_employer
}
}
10 = {
trigger = {
can_create_task_contract = {
type_name = laamp_base_0021
employer = scope:new_employer
}
}
modifier = {
diplomacy != 0
factor = diplomacy
}
create_task_contract = {
task_contract_type = laamp_base_0021
task_contract_tier = scope:new_employer.task_contract_tier_value
location = scope:new_employer.capital_province
task_contract_employer = scope:new_employer
}
}
10 = {
trigger = {
can_create_task_contract = {
type_name = laamp_base_0031
employer = scope:new_employer
}
}
modifier = {
diplomacy != 0
factor = diplomacy
}
create_task_contract = {
task_contract_type = laamp_base_0031
task_contract_tier = scope:new_employer.task_contract_tier_value
location = scope:new_employer.capital_province
task_contract_employer = scope:new_employer
}
}
10 = {
trigger = {
can_create_task_contract = {
type_name = laamp_base_0041
employer = scope:new_employer
}
}
modifier = {
diplomacy != 0
factor = diplomacyAs written in game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt.
The first 120 of its 962 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt from line 174.
Where it is used
Every place in common/, events/ and history/ that calls ep3_adventurer_ai_contract_find_next_contract_effect.
Story cycles (1)
- story_adventurer_ai
Source: game/common/scripted_effects/07_dlc_ep3_story_cycle_adventurer_ai_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.