Scripted effect
hosted_successful_feast_effect
hosted_successful_feast_effect = yesgame/common/scripted_effects/00_feast_scripted_effects.txt, line 76 (30 lines). No parameters.
hosted_successful_feast_effect is a scripted effect in Crusader Kings III, written at line 76 of its file. It takes no parameters: hosted_successful_feast_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_feast_scripted_effects.txt.
The comment above it in the file
Deprecated.
What it does
- scope:activity › Every guest:
add_hosted_feast_modifier_towards_character = { CHARACTER = root }
reveler_lifestyle_rank_up_check_effect = yes
• 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 (30 lines of game script)
hosted_successful_feast_effect = {
if = {
limit = {
culture = {
has_cultural_parameter = renown_from_feasts
}
exists = dynasty
}
dynasty ?= {
add_dynasty_prestige = minor_dynasty_prestige_value
}
}
scope:activity = {
every_attending_character = {
limit = { this != root }
custom = every_guest_scope_tt
add_hosted_feast_modifier_towards_character = { CHARACTER = root }
}
}
reveler_lifestyle_rank_up_check_effect = yes
hidden_effect = {
if = {
limit = { exists = scope:spouse }
add_opinion = { #Your opinion of your Spouse increases, considering they did most of the work
target = scope:spouse
modifier = feast_spouse_hosted_successful_feast_opinion
}
}
}
}As written in game/common/scripted_effects/00_feast_scripted_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.