Scripted effect
feast_end_guest_effect
feast_end_guest_effect = yesgame/common/scripted_effects/00_feast_scripted_effects.txt, line 24 (10 lines). No parameters.
feast_end_guest_effect is a scripted effect in Crusader Kings III, written at line 24 of its file. It takes no parameters: feast_end_guest_effect = yes. The game's script calls it in 3 places, among them A Friendship (event feast_main_befriend.5003), A Memorable Accident (event feast_main_befriend.5004) and Less Horsing Around (event feast_main_stable_breakin.9004). Patch 1.20.1.2, from game/common/scripted_effects/00_feast_scripted_effects.txt.
What it does
reveler_lifestyle_rank_up_check_effect = yes- Stress and fulfillment impact: -20, and by trait: Gluttonous -30, Gregarious -30, Shy +40
• 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 (10 lines of game script)
feast_end_guest_effect = {
# Only called on the end of a *successful* feast. Feasts which are interrupted due to death, imprisonment, etc., don't get this, so put critical clean-up stuff in the activity itself.
reveler_lifestyle_rank_up_check_effect = yes
stress_and_fulfillment_impact = {
base = medium_stress_loss
gluttonous = medium_stress_impact_loss
gregarious = medium_stress_impact_loss
shy = medium_stress_impact_gain
}
}As written in game/common/scripted_effects/00_feast_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls feast_end_guest_effect.
Events (3)
- A Friendship
feast_main_befriend.5003 - A Memorable Accident
feast_main_befriend.5004 - Less Horsing Around
feast_main_stable_breakin.9004
Source: game/common/scripted_effects/00_feast_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.