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

intrigue_scheming_4050_display_player_response_effect

intrigue_scheming_4050_display_player_response_effect = { PAYMENT = … }

game/common/scripted_effects/00_intrigue_lifestyle_effects.txt, line 822 (143 lines). Parameters: $PAYMENT$.

intrigue_scheming_4050_display_player_response_effect is a scripted effect in Crusader Kings III, written at line 822 of its file. A call passes 1 parameter: PAYMENT. The game's script calls it in 1 place, among them Information Brokering (event intrigue_scheming.4050). Its body carries 6 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_intrigue_lifestyle_effects.txt.

What it does

  • If

    • scope:payment = flag:gold

    Then

    • 1 of 2 things will happen:
      • 50% – … accepts your offer:
        • scope:buyer:
          • pay_short_term_gold = { target = scope:seller gold = scope:saved_gold_amount }
        • scope:secret:
          • reveal_to = scope:buyer
        • Your understanding of Intrigue Lifestyle increases
      • 50% – … rejects your offer: Nothing else happens

    Else if

    • scope:payment = flag:secret

    Then

    • 1 of 2 things will happen:
      • 50% – … accepts your offer:
        • … will reveal a secret … knows to you
        • scope:secret:
          • reveal_to = scope:buyer
        • Your understanding of Intrigue Lifestyle increases
      • 50% – … rejects your offer: Nothing else happens

    Else if

    • scope:payment = flag:favor

    Then

    • 1 of 2 things will happen:
      • 50% – … accepts your offer:
        • scope:seller:
          • add_hook = { target = scope:buyer type = favor_hook }
        • scope:secret:
          • reveal_to = scope:buyer
        • Your understanding of Intrigue Lifestyle increases
      • 50% – … rejects your offer: Nothing else happens

    Else if

    • scope:payment = flag:reconciliation

    Then

    • 1 of 2 things will happen:
      • 50% – … accepts your offer:
        • scope:buyer:
          • remove_relation_rival = scope:seller
        • scope:secret:
          • reveal_to = scope:buyer
        • Your understanding of Intrigue Lifestyle increases
      • 50% – … rejects your offer: Nothing else happens

    Else if

    • scope:payment = flag:opinion

    Then

    • 1 of 2 things will happen:
      • 50% – … accepts your offer:
        • scope:buyer: Opinion: Grateful (+30)
        • scope:secret:
          • reveal_to = scope:buyer
        • Your understanding of Intrigue Lifestyle increases
      • 50% – … rejects your offer: Nothing else happens
  • scope:buyer: Event intrigue_scheming.4051

• 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 (120 lines of game script)
intrigue_scheming_4050_display_player_response_effect = {
	save_scope_value_as = {
		name = payment
		value = $PAYMENT$
	}
	if = {
		limit = {
			scope:payment = flag:gold
		}
		random_list = {
			1 = {
				desc = intrigue_scheming.4050.success
				show_chance = no
				show_as_tooltip = {
					scope:buyer = {
						pay_short_term_gold = {
							target = scope:seller
							gold = scope:saved_gold_amount
						}
					}
					scope:secret = {
						reveal_to = scope:buyer
					}
					custom_tooltip = intrigue_scheming_focus_point_clear_gain
					hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
				}
			}
			1 = {
				desc = intrigue_scheming.4050.failure
				show_chance = no
			}
		}
	}
	else_if = {
		limit = {
			scope:payment = flag:secret
		}
		random_list = {
			1 = {
				desc = intrigue_scheming.4050.success
				show_chance = no
				show_as_tooltip = {
					custom_tooltip = intrigue_scheming.4050.b.tt
					scope:secret = {
						reveal_to = scope:buyer
					}
					custom_tooltip = intrigue_scheming_focus_point_clear_gain
					hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
				}
			}
			1 = {
				desc = intrigue_scheming.4050.failure
				show_chance = no
			}
		}
	}
	else_if = {
		limit = {
			scope:payment = flag:favor
		}
		random_list = {
			1 = {
				desc = intrigue_scheming.4050.success
				show_chance = no
				show_as_tooltip = {
					scope:seller = {
						add_hook = {
							target = scope:buyer
							type = favor_hook
						}
					}
					scope:secret = {
						reveal_to = scope:buyer
					}
					custom_tooltip = intrigue_scheming_focus_point_clear_gain
					hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
				}
			}
			1 = {
				desc = intrigue_scheming.4050.failure
				show_chance = no
			}
		}
	}
	else_if = {
		limit = {
			scope:payment = flag:reconciliation
		}
		random_list = {
			1 = {
				desc = intrigue_scheming.4050.success
				show_chance = no
				show_as_tooltip = {
					scope:buyer = {
						remove_relation_rival = scope:seller
					}
					scope:secret = {
						reveal_to = scope:buyer
					}
					custom_tooltip = intrigue_scheming_focus_point_clear_gain
					hidden_effect = { add_focus_progress = standard_lifestyle_focus_progress }
				}
			}
			1 = {
				desc = intrigue_scheming.4050.failure
				show_chance = no
			}
		}
	}
	else_if = {
		limit = {
			scope:payment = flag:opinion
		}
		random_list = {
			1 = {
				desc = intrigue_scheming.4050.success
				show_chance = no
				show_as_tooltip = {
					scope:buyer = {
						add_opinion = {

As written in game/common/scripted_effects/00_intrigue_lifestyle_effects.txt.

The first 120 of its 143 lines; the rest is in game/common/scripted_effects/00_intrigue_lifestyle_effects.txt from line 822.

Where it is used

Every place in common/, events/ and history/ that calls intrigue_scheming_4050_display_player_response_effect.

Events (1)

Source: game/common/scripted_effects/00_intrigue_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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