Scripted effect · Khans of the Steppe files
make_blood_brother_save_common_enemy_effect
make_blood_brother_save_common_enemy_effect = yesgame/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 4289 (410 lines). No parameters.
make_blood_brother_save_common_enemy_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 4289 of its file. It takes no parameters: make_blood_brother_save_common_enemy_effect = yes. The game's script calls it in 1 place, among them Swear Blood Brotherhood (interaction). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_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)
make_blood_brother_save_common_enemy_effect = {
save_temporary_scope_as = blood_brother_temp
#DUKES OR HIGHER
#Nemeses and rivals
if = {
limit = {
any_relation = {
type = nemesis
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
}
ordered_relation = {
order_by = max_military_strength
type = nemesis
limit = {
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
save_scope_as = shared_foe
}
}
else_if = {
limit = {
any_relation = {
type = rival
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
}
ordered_relation = {
order_by = max_military_strength
type = rival
limit = {
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
save_scope_as = shared_foe
}
}
#You have a house feud against someone recipient is also opposed to
else_if = {
limit = {
exists = house.house_head
exists = scope:recipient.house
NOT = {
house = scope:recipient.house
}
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
house_head = {
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
}
}
}
}
house = {
random_house_relation = {
limit = {
has_house_relation_level = feud
any_relation_house = {
house_head = {
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
}
}
random_relation_house = {
limit = {
house_head = {
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
}
house_head = { save_scope_as = shared_foe }
}
}
}
}
#In faction against someone recipient is opposed to
else_if = {
limit = {
liege ?= {
any_targeting_faction = {
any_faction_member = {
this = scope:actor
}
}
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
}
liege = {
save_scope_as = shared_foe
}
}
#You are at war with someone that recipient is also opposed to
else_if = {
limit = {
any_war_enemy = {
NOT = { has_variable = rebel_leader_peasants }
any_character_war = {
is_war_leader = prev
is_war_leader = scope:actor
}
mpo_blood_brother_common_enemy_sub_trigger = yes
mpo_ideal_common_foe_trigger = yes
}
}
ordered_war_enemy = {
order_by = max_military_strength
limit = {
NOT = { has_variable = rebel_leader_peasants }
any_character_war = {
is_war_leader = prev
is_war_leader = scope:actorAs written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
The first 120 of its 410 lines; the rest is in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt from line 4289.
Where it is used
Every place in common/, events/ and history/ that calls make_blood_brother_save_common_enemy_effect.
Character interactions (1)
Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.