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

ep3_join_faction_war_effect

ep3_join_faction_war_effect = yes

game/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 = yes
      • has_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

  • 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)

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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