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

ep3_increase_resistance_effect

ep3_increase_resistance_effect = { AMOUNT = … }

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 12476 (75 lines). Parameters: $AMOUNT$.

ep3_increase_resistance_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 12476 of its file. A call passes 1 parameter: AMOUNT. The game's script calls it in 14 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 resistance

What it does

  • If their culture is Anglo-Saxon: Resistance increases
  • Otherwise: Resistance 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_resistance_effect = {
	save_scope_as = origin_char
	scope:story = {
		change_variable = {
			name = resistance
			add = $AMOUNT$
		}
	}
	set_variable = {
		name = resistance_gui
		value = scope:story.var:resistance
	}
	if = { #Display in green if Anglo-Saxon
		limit = {
			culture = culture:anglo_saxon
		}
		custom_tooltip = ep3_increase_resistance_effect_tt_positive
	}
	else = { #Otherwise in green
		custom_tooltip = ep3_increase_resistance_effect_tt_negative
	}

	if = {
		limit = {
			exists = scope:story.var:ruler_england
		}
		scope:story.var:ruler_england = {
			send_interface_message = {
				type = msg_resistance_rise
				title = harrying.notification_resistance_rise
				desc = harrying_resistance_rise
			}
		}
	}

	if = {
		limit = {
			character:90028 = {
				is_alive = yes
				NOT = {
					has_character_flag = hereward_settled_flag
				}
			}
		}
		character:90028 = {
			send_interface_message = {
				type = msg_resistance_rise
				title = harrying.notification_resistance_rise
				desc = harrying_resistance_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_resistance_rise
					title = harrying.notification_resistance_rise
					desc = harrying_resistance_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_resistance_effect.

Character interactions (2)

Buildings (1)

Events (11)

5 more

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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