CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

petition_liege_0101_war_aid_effect

petition_liege_0101_war_aid_effect = yes

game/common/scripted_effects/00_petition_liege_effects.txt, line 378 (34 lines). No parameters.

petition_liege_0101_war_aid_effect is a scripted effect in Crusader Kings III, written at line 378 of its file. It takes no parameters: petition_liege_0101_war_aid_effect = yes. The game's script calls it in 1 place, among them petition_type_outcome_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_petition_liege_effects.txt.

The comment above it in the file

War Aid

What it does

  • scope:petition_liege: Stress and fulfillment impact: by trait: Craven +20, Shy +20
  • If

    • scope:petition_vassal: Has “petition liege war aid join” (a variable the game's script sets)

    Then

    • If

      • scope:petition_vassal:
        • is_attacker_in_war = scope:petition_war

      Then

      • scope:petition_war:
        • add_attacker = scope:petition_liege

      Otherwise

      • scope:petition_war:
        • add_defender = scope:petition_liege

    Otherwise

    • scope:petition_liege:
      • remove_short_term_gold = petitioner_war_aid_levies_cost_value
    • scope:petition_vassal:
      • spawn_army = { … }

• 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 (34 lines of game script)
petition_liege_0101_war_aid_effect = {
	scope:petition_liege = {
		stress_and_fulfillment_impact = {
			craven = minor_stress_impact_gain
			shy = minor_stress_impact_gain
		}
	}
	if = {
		limit = {
			scope:petition_vassal = { has_variable = petition_liege_war_aid_join } 
		}
		if = {
			limit = {
				scope:petition_vassal = { is_attacker_in_war = scope:petition_war }
			}
			scope:petition_war = { add_attacker = scope:petition_liege }
		}
		else = {
			scope:petition_war = { add_defender = scope:petition_liege }
		}
	}
	else = {
		scope:petition_liege = { remove_short_term_gold = petitioner_war_aid_levies_cost_value }
		scope:petition_vassal = {
			spawn_army = {
				inheritable = no
				name = petition_liege_war_aid_troops
				levies = petitioner_war_aid_levies_value
				location = scope:petition_vassal.capital_province
				war = scope:petition_war
			}
		}
	}
}

As written in game/common/scripted_effects/00_petition_liege_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls petition_liege_0101_war_aid_effect.

Scripted effects (1)

Source: game/common/scripted_effects/00_petition_liege_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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