Scripted effect
modify_all_participants_fame_values
modify_all_participants_fame_values = { FAME_BASE = … IS_RELIGIOUS_WAR = … LOSER = … LOSER_ALLY_FAME_SCALE = … LOSER_FAME_SCALE = … WINNER = … WINNER_ALLY_FAME_SCALE = … WINNER_FAME_SCALE = … }game/common/scripted_effects/00_casus_belli_effects.txt, line 35 (127 lines). Parameters: $FAME_BASE$, $IS_RELIGIOUS_WAR$, $LOSER$, $LOSER_ALLY_FAME_SCALE$, $LOSER_FAME_SCALE$, $WINNER$, $WINNER_ALLY_FAME_SCALE$, $WINNER_FAME_SCALE$.
modify_all_participants_fame_values is a scripted effect in Crusader Kings III, written at line 35 of its file. A call passes 8 parameters: FAME_BASE, IS_RELIGIOUS_WAR, LOSER, LOSER_ALLY_FAME_SCALE, LOSER_FAME_SCALE, WINNER, WINNER_ALLY_FAME_SCALE and WINNER_FAME_SCALE. The game's script calls it in 20 places, among them … China's Grand Campaign (casus belli), …… Ancestral Claim on … (casus belli) and Azariqa Rebellion (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/00_casus_belli_effects.txt.
What it does
If
$WINNER$ = scope:attacker
Then
If
$IS_RELIGIOUS_WAR$ = yes
Then
scope:attacker:add_piety_experience = { value = $FAME_BASE$ multiply = $WINNER_FAME_SCALE$ max = @maximum_piety_winner }
Otherwise
scope:attacker:add_prestige_experience = { value = $FAME_BASE$ multiply = $WINNER_FAME_SCALE$ max = @maximum_prestige_winner }
Otherwise
If
$IS_RELIGIOUS_WAR$ = yes
Then
scope:defender:add_piety = { value = $FAME_BASE$ multiply = $WINNER_FAME_SCALE$ max = @maximum_piety_winner }
Otherwise
scope:defender:add_prestige = { value = $FAME_BASE$ multiply = $WINNER_FAME_SCALE$ max = @maximum_prestige_winner }
If
$WINNER$ = scope:attacker
Then
- scope:attacker › If government allows: merit:
change_merit = { value = $FAME_BASE$ multiply = $WINNER_FAME_SCALE$ max = @maximum_merit_winner }
Otherwise
- scope:defender › If government allows: merit:
change_merit = { value = $FAME_BASE$ multiply = $WINNER_FAME_SCALE$ max = @maximum_merit_winner }
modify_allies_of_participants_fame_values = { … }If
$IS_RELIGIOUS_WAR$ = yes
Then
$LOSER$ = { … }
Otherwise
$LOSER$ = { … }
• 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)
modify_all_participants_fame_values = {
# Give the winner the appropriate type & amount of 'fame' (prestige or piety).
if = {
# If the attacker is the winner, we only award fame *experience* instead of actual fame currency.
limit = {
$WINNER$ = scope:attacker
}
if = {
# Piety level progress for winning offensive religious wars.
limit = {
$IS_RELIGIOUS_WAR$ = yes
}
scope:attacker = {
add_piety_experience = {
value = $FAME_BASE$
multiply = $WINNER_FAME_SCALE$
max = @maximum_piety_winner
}
}
}
else = {
# Prestige level progress for winning all other offensive wars.
scope:attacker = {
add_prestige_experience = {
value = $FAME_BASE$
multiply = $WINNER_FAME_SCALE$
max = @maximum_prestige_winner
}
}
}
}
else = {
# If the defender is the winner, they get actual fame currency as a reward.
if = {
# Gain piety for winning defensive religious wars.
limit = {
$IS_RELIGIOUS_WAR$ = yes
}
scope:defender = {
add_piety = {
value = $FAME_BASE$
multiply = $WINNER_FAME_SCALE$
max = @maximum_piety_winner
}
}
}
else = {
# Gain prestige for winning all other defensive wars.
scope:defender = {
add_prestige = {
value = $FAME_BASE$
multiply = $WINNER_FAME_SCALE$
max = @maximum_prestige_winner
}
}
}
}
if = {
# Award Merit to the victorious attacker
limit = {
$WINNER$ = scope:attacker
}
scope:attacker = {
if = {
limit = {
government_allows = merit
}
change_merit = {
value = $FAME_BASE$
multiply = $WINNER_FAME_SCALE$
max = @maximum_merit_winner
}
}
}
}
else = {
# Award Merit to the victorious defender
scope:defender = {
if = {
limit = {
government_allows = merit
}
change_merit = {
value = $FAME_BASE$
multiply = $WINNER_FAME_SCALE$
max = @maximum_merit_winner
}
}
}
}
# Award the appropriate type & amount of 'fame' to the allies of both primary participants.
modify_allies_of_participants_fame_values = {
WINNER = $WINNER$
IS_RELIGIOUS_WAR = $IS_RELIGIOUS_WAR$
FAME_BASE = $FAME_BASE$
WINNER_ALLY_FAME_SCALE = $WINNER_ALLY_FAME_SCALE$
LOSER_ALLY_FAME_SCALE = $LOSER_ALLY_FAME_SCALE$
}
# Take the appropriate type & amount of 'fame' away from the loser of the war.
if = {
# Religious wars cost Piety for the loser.
limit = {
$IS_RELIGIOUS_WAR$ = yes
}
$LOSER$ = {
add_piety = {
value = $FAME_BASE$
multiply = $LOSER_FAME_SCALE$
min = @minimum_piety_loser
}
}
}
else = {
# All other war types cost Prestige from the loser.
$LOSER$ = {
add_prestige = {As written in game/common/scripted_effects/00_casus_belli_effects.txt.
The first 120 of its 127 lines; the rest is in game/common/scripted_effects/00_casus_belli_effects.txt from line 35.
Where it is used
Every place in common/, events/ and history/ that calls modify_all_participants_fame_values.
Casus belli (20)
Source: game/common/scripted_effects/00_casus_belli_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.