Scripted effect · Roads to Power files
negotiate_settlement_interaction_effect
negotiate_settlement_interaction_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 1718 (124 lines). No parameters.
negotiate_settlement_interaction_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 1718 of its file. It takes no parameters: negotiate_settlement_interaction_effect = yes. The game's script calls it in 4 places, among them Negotiate Settlement (interaction), laamp_join_faction_contract (contract) and ...And Your Enemies Closer (event ep3_laamps.0300). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
ep3_become_landed_save_liege_effect = { TITLE_GIVER = scope:actor ALWAYS_INDEPENDENT = no TITLE_LIST = offered_titles }scope:recipient:- Every character war:
- Where:
One of these
primary_attacker = scope:recipientor
primary_defender = scope:recipient
end_war = white_peace
- Where:
- Every character war:
- Where:
NOT = { primary_attacker = scope:recipient }NOT = { primary_defender = scope:recipient }- Any war defender:
One of these
this = scope:actoror
this.top_liege = scope:actor.top_liege
remove_participant = scope:recipient
- Where:
- Every character war:
ep3_become_landed_transfer_effect = { … }scope:actor:add_legitimacy_effect = { LEGITIMACY = scope:negotiate_settlement_legitimacy_cost }- Stress and fulfillment impact: by trait: Greedy +20, Vengeful +20
create_landed_ruler_message_effect = { … }
• 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)
negotiate_settlement_interaction_effect = {
# scope:actor = offerer
# scope:recipient = adventurer
# offered_titles = titles
hidden_effect = {
scope:recipient = {
if = {
limit = {
NOT = { has_trait = adventurer }
}
add_trait = adventurer
}
every_courtier = {
set_variable = {
name = former_camp_leader
value = scope:recipient
}
add_trait = adventurer_follower
}
}
}
# Determine hierarchy
ep3_become_landed_save_liege_effect = {
TITLE_GIVER = scope:actor
ALWAYS_INDEPENDENT = no
TITLE_LIST = offered_titles
}
# Negotiate settlement specific
scope:recipient = {
# End relevant wars
every_character_war = {
limit = {
OR = {
primary_attacker = scope:recipient
primary_defender = scope:recipient
}
}
end_war = white_peace
}
# Remove from relevant wars
every_character_war = {
limit = {
NOR = {
primary_attacker = scope:recipient
primary_defender = scope:recipient
}
any_war_defender = {
OR = {
this = scope:actor
this.top_liege = scope:actor.top_liege
}
}
}
remove_participant = scope:recipient
}
}
# Resolve title, liege, government changes
ep3_become_landed_transfer_effect = {
TITLE_RECEIVER = scope:recipient
TITLE_LIST = offered_titles
TYPE = granted
REASON = flag:negotiated
ENNOBLED_ADVENTURER = flag:yes
}
# Effects on land giver
scope:actor = {
if = {
limit = {
NOT = { exists = scope:negotiate_settlement_legitimacy_cost }
}
save_scope_value_as = {
name = negotiate_settlement_legitimacy_cost
value = {
value = 0
every_in_list = {
list = offered_titles
if = {
limit = { tier = tier_county }
add = -25
}
else = { add = -50 }
}
multiply = scope:actor.highest_held_title_tier
}
}
}
add_legitimacy_effect = { LEGITIMACY = scope:negotiate_settlement_legitimacy_cost }
stress_and_fulfillment_impact = {
greedy = minor_stress_impact_gain
vengeful = minor_stress_impact_gain
}
}
# Messages for nearby players
create_landed_ruler_message_effect = {
LANDED = scope:recipient
FLAVOR_CHAR = scope:actor
FLAVOR_TITLE = scope:new_primary_title
REASON = flag:negotiated
}
# And, just in case it's failed, make sure that we've vassalised our new friend.
hidden_effect = {
if = {
limit = {
scope:recipient = {
highest_held_title_tier < scope:actor.highest_held_title_tier
top_liege = this
}
}
create_title_and_vassal_change = {
type = swear_fealty
save_scope_as = change
}
scope:recipient = {
change_liege = {
liege = scope:actor
change = scope:change
}
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 124 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 1718.
Where it is used
Every place in common/, events/ and history/ that calls negotiate_settlement_interaction_effect.
Character interactions (1)
Task contracts (1)
- laamp_join_faction_contract
Events (2)
- ...And Your Enemies Closer
ep3_laamps.0300 - ep3_laamps.0301
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.