Scripted effect
negotiate_the_danelaw_each_way_effect
negotiate_the_danelaw_each_way_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 2707 (16 lines). No parameters.
negotiate_the_danelaw_each_way_effect is a scripted effect in Crusader Kings III, written at line 2707 of its file. It takes no parameters: negotiate_the_danelaw_each_way_effect = yes. The game's script calls it in 1 place, among them An Unthinkable Bargain (event british_isles.1011). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
- 1 of 2 things will happen:
- 50% – If the bargain is accepted:
- 50% – If the bargain is rejected:
• 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 (16 lines of game script)
negotiate_the_danelaw_each_way_effect = {
random_list = {
# The offer is accepted.
100 = {
show_chance = no
desc = negotiate_the_danelaw_each_way_effect.accepted
negotiate_the_danelaw_accept_effect = yes
}
# The offier is rejected.
100 = {
show_chance = no
desc = negotiate_the_danelaw_each-way_effect.rejected
negotiate_the_danelaw_reject_effect = yes
}
}
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls negotiate_the_danelaw_each_way_effect.
Events (1)
- An Unthinkable Bargain
british_isles.1011
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.