Scripted effect
ep3_hof_ask_for_influence_interaction_effect
ep3_hof_ask_for_influence_interaction_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 5394 (230 lines). No parameters.
ep3_hof_ask_for_influence_interaction_effect is a scripted effect in Crusader Kings III, written at line 5394 of its file. It takes no parameters: ep3_hof_ask_for_influence_interaction_effect = yes. The game's script calls it in 2 places, among them Ask for Clerical Influence (interaction) and ep3_interactions_events.0620 (event). Its body carries 10 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
scope:actor:If
- Their domicile:
has_domicile_parameter = influence_gain_from_hof_support_6
Then
- Influence +600
- Influence gain increased by a Domicile Building
Else if
- Their domicile:
has_domicile_parameter = influence_gain_from_hof_support_5
Then
- Influence +525
- Influence gain increased by a Domicile Building
Else if
- Their domicile:
has_domicile_parameter = influence_gain_from_hof_support_4
Then
- Influence +450
- Influence gain increased by a Domicile Building
Else if
- Their domicile:
has_domicile_parameter = influence_gain_from_hof_support_3
Then
- Influence +375
- Influence gain increased by a Domicile Building
Else if
- Their domicile:
has_domicile_parameter = influence_gain_from_hof_support_2
Then
- Influence +300
- Influence gain increased by a Domicile Building
Else if
- Their domicile:
has_domicile_parameter = influence_gain_from_hof_support_1
Then
- Influence +225
- Influence gain increased by a Domicile Building
Otherwise
- Influence +150
- Their domicile:
- Their house:
If
- scope:recipient: Is played by a person
Then
- The house gains the modifier “Clerical Political Agents” for 10 years
- Monthly Influence +50%
Otherwise
- The house gains the modifier “Clerical Political Agents” for 10 years
- Monthly Influence +20%
- All House members will Behave more ambitiously and ignobly
If
- scope:recipient: Is played by the AI
Then
reverse_add_opinion = { target = scope:recipient modifier = requested_influence_opinion opinion = -30 }
scope:actor:- If never:
use_hook = scope:recipient
If
- The Christian Church:
situation_participant_group:christian_regular_main_power_rulers = { participant_group_has_character = scope:actor }- The current phase counts “A prelate sells political influence”
Then
- The Christian Church: Counts toward the situation's next phase: “A prelate sells political influence”
- The Christian Church:
If
- scope:actor: Is played by the AI
Then
- Opinion: Helpful (+50)
- Their top liege › Every non-House … Vassal in …:
- Where:
NOT = { house ?= scope:actor.house }
- Opinion: Supported Opposing House (-25)
- Where:
scope:recipient:If
- If played by the AI:
One of these
- Ai honor less than 0
or
Ai zeal less than -20
- Intrigue more than 12
- No hooked character:
Then
add_hook = { type = favor_hook target = scope:actor }- Due to … high Intrigue, this Interaction demands a Hook
- If played by the AI:
If
scope:actor:One of these
All of these
- Is an Independent Ruler
- Highest held Title is at least Kingdom Rank
or
Their house:is_dominant_family = yes
Then
- Gains the modifier “Dominant Political Ties” for 10 years
- Hostile Scheme Phase Length 15 days faster per Scheme Phase
- Diplomacy +2
- Intrigue +2
- Stewardship +2
- Character starting spiritual fulfillment -10
Else if
scope:actor.house:is_powerful_family = yes
Then
- Gains the modifier “Middling Political Ties” for 10 years
- Hostile Scheme Phase Length 5 days faster per Scheme Phase
- Diplomacy +1
- Intrigue +1
- Stewardship +1
- Character starting spiritual fulfillment -10
Otherwise
- Gains the modifier “Weak Political Ties” for 10 years
- Intrigue +1
- Character starting spiritual fulfillment -10
- If played by a person: … cannot lend Influence to more than 3 Houses
• 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_hof_ask_for_influence_interaction_effect = {
scope:actor = {
if = {
limit = {
domicile ?= {
has_domicile_parameter = influence_gain_from_hof_support_6
}
}
change_influence = ep3_requested_faith_support_6_value
custom_tooltip = requested_faith_support_domicile_tt
}
else_if = {
limit = {
domicile ?= {
has_domicile_parameter = influence_gain_from_hof_support_5
}
}
change_influence = ep3_requested_faith_support_5_value
custom_tooltip = requested_faith_support_domicile_tt
}
else_if = {
limit = {
domicile ?= {
has_domicile_parameter = influence_gain_from_hof_support_4
}
}
change_influence = ep3_requested_faith_support_4_value
custom_tooltip = requested_faith_support_domicile_tt
}
else_if = {
limit = {
domicile ?= {
has_domicile_parameter = influence_gain_from_hof_support_3
}
}
change_influence = ep3_requested_faith_support_3_value
custom_tooltip = requested_faith_support_domicile_tt
}
else_if = {
limit = {
domicile ?= {
has_domicile_parameter = influence_gain_from_hof_support_2
}
}
change_influence = ep3_requested_faith_support_2_value
custom_tooltip = requested_faith_support_domicile_tt
}
else_if = {
limit = {
domicile ?= {
has_domicile_parameter = influence_gain_from_hof_support_1
}
}
change_influence = ep3_requested_faith_support_1_value
custom_tooltip = requested_faith_support_domicile_tt
}
else = {
change_influence = ep3_requested_faith_support_0_value
}
house = {
if = {
limit = {
scope:recipient = {
is_ai = no
}
}
add_house_modifier = {
modifier = ep3_requested_faith_support_modifier
years = 10
desc = cleric_influence_behavior_tt
}
}
else = {
add_house_modifier = {
modifier = ep3_requested_faith_support_modifier_small
years = 10
desc = cleric_influence_behavior_tt
}
}
custom_tooltip = cleric_influence_behavior_tt
}
if = {
limit = {
scope:recipient = {
is_ai = yes
}
}
reverse_add_opinion = {
target = scope:recipient
modifier = requested_influence_opinion
opinion = -30
}
}
}
scope:actor = {
if = {
limit = {
scope:hook = no
}
add_piety = massive_piety_loss
}
if = {
limit = { always = scope:hook }
use_hook = scope:recipient
}
if = {
limit = {
situation:the_christian_church ?= {
situation_participant_group:christian_regular_main_power_rulers = {
participant_group_has_character = scope:actor
}
situation_top_has_catalyst = catalyst_ask_for_influence
}
}
situation:the_christian_church = { trigger_situation_catalyst = catalyst_ask_for_influence }
}
if = {
limit = {
scope:actor = {As written in game/common/scripted_effects/00_interaction_effects.txt.
The first 120 of its 230 lines; the rest is in game/common/scripted_effects/00_interaction_effects.txt from line 5394.
Where it is used
Every place in common/, events/ and history/ that calls ep3_hof_ask_for_influence_interaction_effect.
Character interactions (1)
Events (1)
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.