Scripted effect · Roads to Power files
ep3_increase_pacification_effect
ep3_increase_pacification_effect = { AMOUNT = … }game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 12322 (75 lines). Parameters: $AMOUNT$.
ep3_increase_pacification_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 12322 of its file. A call passes 1 parameter: AMOUNT. The game's script calls it in 10 places, among them Imprison (interaction), Revoke Title (interaction) and Motte (building). 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
Increase pacification
What it does
- If their culture is Anglo-Saxon: Pacification increases
- Otherwise: Pacification increases
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 (75 lines of game script)
ep3_increase_pacification_effect = {
save_scope_as = origin_char
scope:story = {
change_variable = {
name = pacification
add = $AMOUNT$
}
}
set_variable = {
name = pacification_gui
value = scope:story.var:pacification
}
if = { #Display in red if Anglo-Saxon
limit = {
culture = culture:anglo_saxon
}
custom_tooltip = ep3_increase_pacification_effect_tt_negative
}
else = { #Otherwise in green
custom_tooltip = ep3_increase_pacification_effect_tt_positive
}
if = {
limit = {
exists = scope:story.var:ruler_england
}
scope:story.var:ruler_england = {
send_interface_message = {
type = msg_pacification_rise
title = harrying.notification_pacification_rise
desc = harrying_pacification_rise
}
}
}
if = {
limit = {
character:90028 = {
is_alive = yes
NOT = {
has_character_flag = hereward_settled_flag
}
}
}
character:90028 = {
send_interface_message = {
type = msg_pacification_rise
title = harrying.notification_pacification_rise
desc = harrying_pacification_rise
}
}
}
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_rise
title = harrying.notification_pacification_rise
desc = harrying_pacification_rise
}
}
}
}
}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_increase_pacification_effect.
Character interactions (2)
Buildings (1)
Events (7)
- A True …
ep3_story_cycle_harrying.1011 - Deciding a Fate
ep3_story_cycle_harrying.1010 - Flickering Flames
ep3_story_cycle_harrying.1015 - From The Sea
ep3_story_cycle_harrying.3015 - The Great North Road
ep3_story_cycle_harrying.1005 - Up In Flames
ep3_story_cycle_harrying.1000
1 more
- War Effort
ep3_story_cycle_harrying.2010
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.