Scripted effect
negotiate_the_danelaw_reject_effect
negotiate_the_danelaw_reject_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 2680 (26 lines). No parameters.
negotiate_the_danelaw_reject_effect is a scripted effect in Crusader Kings III, written at line 2680 of its file. It takes no parameters: negotiate_the_danelaw_reject_effect = yes. The game's script calls it in 2 places, among them An Unthinkable Bargain (event british_isles.1021) and negotiate_the_danelaw_each_way_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
• 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 (26 lines of game script)
negotiate_the_danelaw_reject_effect = {
scope:ntd_actor = {
# If possible, scope:ntd_actor & scope:ntd_recipient immediately become nemeses.
if = {
limit = {
can_set_relation_nemesis_trigger = { CHARACTER = scope:ntd_recipient }
}
set_relation_nemesis = {
reason = nemesis_danelaw_rejection
copy_reason = rival
target = scope:ntd_recipient
}
}
else = {
add_opinion = {
target = scope:ntd_recipient
modifier = humiliated_opinion
opinion = -75
}
}
# Scope:ntd_actor loses a huge amount of prestige.
add_prestige = massive_prestige_loss
# Scope:ntd_actor gets a derrogatory nickname.
give_nickname = nick_the_weak
}
}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_reject_effect.
Events (1)
- An Unthinkable Bargain
british_isles.1021
Scripted effects (1)
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.