CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

hosted_successful_feast_effect

hosted_successful_feast_effect = yes

game/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

• 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.

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