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

lover_activity_set_variable_effect

lover_activity_set_variable_effect = yes

game/common/scripted_effects/00_romance_effects.txt, line 57 (296 lines). No parameters.

lover_activity_set_variable_effect is a scripted effect in Crusader Kings III, written at line 57 of its file. It takes no parameters: lover_activity_set_variable_effect = yes. The game's script calls it in 1 place, among them Too Much of a Good Thing (event lover.0003). Patch 1.20.1.2, from game/common/scripted_effects/00_romance_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
lover_activity_set_variable_effect = {
	hidden_effect = {
		random_list = {
			10 = { #No trigger, always available
				modifier = {
					OR = {
						has_trait = lifestyle_herbalist
						has_trait = shy
					}
					factor = 5
				}
				set_variable = {
					name = lover_activity
					value = flag:garden_walk
					days = 1
				}
			}
			10 = { #No trigger, always available
				modifier = {
					OR = {
						has_trait = gregarious
						has_trait = gluttonous
					}
					factor = 5
				}
				set_variable = {
					name = lover_activity
					value = flag:dinner
					days = 1
				}
			}
			10 = { #No trigger, always available
				modifier = {
					has_trait = greedy
					factor = 5
				}
				set_variable = {
					name = lover_activity
					value = flag:buy_gift
					days = 1
				}
			}
			10 = {
				trigger = {
					NOR = {
						has_trait = shy
						has_trait = callous
						has_trait = sadistic
					}
					NOT = { PREV = { has_trait = shy } }
				}
				modifier = {
					OR = {
						has_trait = diplomat
						has_trait = gregarious
					}
					factor = 5
				}
				set_variable = {
					name = lover_activity
					value = flag:social_events
					days = 1
				}
			}
			10 = {
				trigger = {
					PREV = { stewardship > 10 }
					NOT = { has_trait = greedy }
					NOT = { PREV = { has_trait = generous } }
				}
				set_variable = {
					name = lover_activity
					value = flag:play_games
					days = 1
				}
			}
			5 = {
				trigger = {
					NOR = {
						has_trait = shy
						has_trait = temperate
					}
					NOT = { PREV = { has_trait = temperate } }
				}
				modifier = {
					OR = {
						has_trait = lifestyle_reveler
						has_trait = drunkard
					}
					factor = 10
				}
				set_variable = {
					name = lover_activity
					value = flag:drink
					days = 1
				}
			}
			10 = {
				trigger = {
					NOR = {
						has_trait = craven
						has_trait = physique_bad_1
						has_trait = physique_bad_2
						has_trait = physique_bad_3
					}
					PREV = {
						NOR  ={
							has_trait = craven
							has_trait = physique_bad_1
							has_trait = physique_bad_2
							has_trait = physique_bad_3
						}
					}
				}
				modifier = {
					has_trait = lifestyle_hunter
					factor = 5
				}
				set_variable = {
					name = lover_activity

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

The first 120 of its 296 lines; the rest is in game/common/scripted_effects/00_romance_effects.txt from line 57.

Where it is used

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

Events (1)

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

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