Scripted effect · Roads to Power files
ep3_join_faction_war_effect
ep3_join_faction_war_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 12942 (40 lines). No parameters.
ep3_join_faction_war_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 12942 of its file. It takes no parameters: ep3_join_faction_war_effect = yes. The game's script calls it in 2 places, among them Coax to Faction War (interaction) and ep3_interactions_events.0800 (event). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
scope:actor:If
scope:hook = yeshas_hook = scope:recipient
Then
use_hook = scope:recipient
If
scope:gold = yes
Then
pay_short_term_gold = { gold = scope:actor.medium_gold_value target = scope:recipient }
scope:recipient:- Influence +75
If
a check the game hides
Then
leave_faction = joined_faction
If
target_is_liege_or_above = scope:secondary_recipient
Then
add_faction_cooldown_effect = { YEARS = 5 }
scope:actor.joined_faction.faction_war:If
is_defender = scope:actor
Then
add_defender = scope:recipient
Otherwise
add_attacker = scope:recipient
• 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 (40 lines of game script)
ep3_join_faction_war_effect = {
# Use hook/pay gold
scope:actor = {
if = {
limit = {
scope:hook = yes
has_hook = scope:recipient
}
use_hook = scope:recipient
}
if = {
limit = { scope:gold = yes }
pay_short_term_gold = {
gold = scope:actor.medium_gold_value
target = scope:recipient
}
}
}
# Gain some influence
scope:recipient = {
change_influence = 75
# Remove from existing faction if swapping
if = {
limit = { exists = joined_faction }
leave_faction = joined_faction
}
if = {
limit = { target_is_liege_or_above = scope:secondary_recipient }
add_faction_cooldown_effect = { YEARS = 5 }
}
remove_character_flag = under_offer_join_faction_war_flag
}
scope:actor.joined_faction.faction_war = {
if = {
limit = { is_defender = scope:actor }
add_defender = scope:recipient
}
else = { add_attacker = scope:recipient }
}
}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_join_faction_war_effect.
Character interactions (1)
Events (1)
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.