CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

ep3_decrease_pacification_effect

ep3_decrease_pacification_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 12630 (78 lines). No parameters.

ep3_decrease_pacification_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 12630 of its file. It takes no parameters: ep3_decrease_pacification_effect = yes. The game's script calls it in 6 places, among them A Way Out (event ep3_story_cycle_harrying.3011), Blades in the Mist (event ep3_story_cycle_harrying.3005) and Confronting a Viper (event ep3_story_cycle_harrying.3021). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

The comment above it in the file

Decrease pacification

What it does

  • If

    • scope:story.var:pacification != 0

    Then

    • If their culture is Anglo-Saxon: Pacification decreases
    • Otherwise: Pacification decreases
    • If

      • character:90028 = { … }

      Then

      • character:90028 = { … }

• 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 (78 lines of game script)
ep3_decrease_pacification_effect = {
	save_scope_as = origin_char
	if = {
		limit = { scope:story.var:pacification != 0 }
		scope:story = {
			change_variable = {
				name = pacification
				add = -1
			}
		}
		set_variable = {
			name = pacification_gui
			value = scope:story.var:pacification
		}
		if = { #Display in green if Anglo-Saxon
			limit = {
				culture = culture:anglo_saxon
			}
			custom_tooltip = ep3_decrease_pacification_effect_tt_positive
		}
		else = { #Otherwise in green
			custom_tooltip = ep3_decrease_pacification_effect_tt_negative
		}

		if = {
			limit = {
				exists = scope:story.var:ruler_england
			}
			scope:story.var:ruler_england = {
				send_interface_message = {
					type = msg_pacification_falls
					title = harrying.notification_pacification_fall
					desc = harrying_pacification_fall
				}
			}
		}

		if = {
			limit = {
				character:90028 = {
					is_alive = yes
					NOT = {
						has_character_flag = hereward_settled_flag
					}
				}
			}
			character:90028 = {
				send_interface_message = {
					type = msg_pacification_falls
					title = harrying.notification_pacification_fall
					desc = harrying_pacification_fall
				}
			}
		}

		if = {
			limit = {
				scope:story.var:ruler_england = {
					any_vassal = {
						culture = culture:anglo_saxon
					}
				}
			}
			scope:story.var:ruler_england = {
				every_vassal = {
					limit = {
						culture = culture:anglo_saxon
					}
					send_interface_message = {
						type = msg_pacification_falls
						title = harrying.notification_pacification_fall
						desc = harrying_pacification_fall
					}
				}
			}
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls ep3_decrease_pacification_effect.

Events (6)

Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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