Scripted effect · Roads to Power files
ep3_switch_faction_war_sides_effect
ep3_switch_faction_war_sides_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 12983 (62 lines). No parameters.
ep3_switch_faction_war_sides_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 12983 of its file. It takes no parameters: ep3_switch_faction_war_sides_effect = yes. The game's script calls it in 2 places, among them Coax to Faction War Side (interaction) and ep3_interactions_events.0810 (event). Its body carries 1 text of the game's own for the player. 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 +150
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 › Every character war:
- Where:
If
is_defender = scope:actor
Then
add_defender = scope:recipient
Otherwise
add_attacker = scope:recipientprimary_defender = { … }
- scope:recipient: May not swap sides in a Faction War for 10 years
• 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 (62 lines of game script)
ep3_switch_faction_war_sides_effect = {
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
}
}
}
scope:recipient = {
change_influence = 150
# 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 }
}
}
scope:actor = {
every_character_war = {
limit = { ep3_switch_faction_war_sides_war_trigger = yes }
hidden_effect = { remove_participant = scope:recipient }
if = {
limit = { is_defender = scope:actor }
add_defender = scope:recipient
hidden_effect = {
primary_attacker = {
add_opinion = {
target = scope:recipient
modifier = betrayed_me_opinion
opinion = -25
}
}
}
}
else = {
add_attacker = scope:recipient
primary_defender = {
hidden_effect = {
add_opinion = {
target = scope:recipient
modifier = betrayed_me_opinion
opinion = -25
}
}
}
}
}
}
scope:recipient = { custom_tooltip = ep3_switch_faction_war_sides_cooldown_effect_tt }
}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_switch_faction_war_sides_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.