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)
- A Way Out
ep3_story_cycle_harrying.3011 - Blades in the Mist
ep3_story_cycle_harrying.3005 - Crumbling Souls
ep3_story_cycle_harrying.2000 - Deciding a Fate
ep3_story_cycle_harrying.1010 - Flickering Flames
ep3_story_cycle_harrying.1015 - From The Sea
ep3_story_cycle_harrying.3015
5 more
- Stay of Execution
ep3_story_cycle_harrying.2005 - The Devil's Deal
ep3_story_cycle_harrying.3052 - The Greater Good
ep3_story_cycle_harrying.3000 - There Is Another
ep3_laamps.7001 - 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.