Scripted effect
petition_type_outcome_effect
petition_type_outcome_effect = yesgame/common/scripted_effects/00_petition_liege_effects.txt, line 1037 (87 lines). No parameters.
petition_type_outcome_effect is a scripted effect in Crusader Kings III, written at line 1037 of its file. It takes no parameters: petition_type_outcome_effect = yes. The game's script calls it in 8 places, among them Office Endorsement (event petition_liege.0121), Petition: Accepted (event petition_liege.0201) and Petition: Accepted (event petition_liege.0221). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_petition_liege_effects.txt.
The comment above it in the file
Run relevant effects for request
What it does
- Depending on petition vassal.var:petition type:
- When petition vassal.var:petition type is fallback:
- When petition vassal.var:petition type is gold:
- When petition vassal.var:petition type is council seat:
If
a check the game hides
Then
petition_liege_0101_council_seat_effect = { JOB_TAKER = scope:petition_vassal VAR = petition_liege_council_second }
Otherwise
petition_liege_0101_council_seat_effect = { JOB_TAKER = scope:petition_vassal VAR = petition_liege_council_first }
- When petition vassal.var:petition type is council seat family:
If
a check the game hides
Then
petition_liege_0101_council_seat_effect = { JOB_TAKER = scope:petition_char VAR = petition_liege_council_second }
Otherwise
petition_liege_0101_council_seat_effect = { JOB_TAKER = scope:petition_char VAR = petition_liege_council_first }
- When petition vassal.var:petition type is Court Position:
petition_liege_0101_court_position_effect = { JOB_TAKER = scope:petition_vassal }
- When petition vassal.var:petition type is court position family:
petition_liege_0101_court_position_effect = { JOB_TAKER = scope:petition_char }
- When petition vassal.var:petition type is governorship family:
petition_liege_governorship_effect = { CHAR = scope:petition_char TITLE = scope:governorship_title GRANTED_FROM = scope:petition_liege }
- When petition vassal.var:petition type is house governorship rights:
- When petition vassal.var:petition type is pay debt:
- When petition vassal.var:petition type is war aid:
- When petition vassal.var:petition type is vassal war:
- When petition vassal.var:petition type is faction war:
- When petition vassal.var:petition type is County Control:
- When petition vassal.var:petition type is county convert:
- When petition vassal.var:petition type is County Opinion: $OPINION|=V$:
- When petition vassal.var:petition type is fortify border:
- When petition vassal.var:petition type is title liege:
- When petition vassal.var:petition type is title vassal:
If
- scope:second_party: Is played by a person
Then
- scope:second_party: Event petition_liege.0501
- If … accepts:
scope:second_party:
Otherwise
- When petition vassal.var:petition type is construct city:
- When petition vassal.var:petition type is construct temple:
- When petition vassal.var:petition type is development:
- When petition vassal.var:petition type is house fief:
- When petition vassal.var:petition type is regent:
- When petition vassal.var:petition type is appointment:
- When petition vassal.var:petition type is wedding:
- When petition vassal.var:petition type is privilege:
petition_pos_grandeur_renown_effect = yes
• 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 (87 lines of game script)
petition_type_outcome_effect = {
switch = {
trigger = scope:petition_vassal.var:petition_type
flag:fallback = { petition_liege_0101_gold_effect = yes }
flag:gold = { petition_liege_0101_gold_effect = yes }
flag:council_seat = {
if = {
limit = { exists = scope:second_council_pos }
petition_liege_0101_council_seat_effect = {
JOB_TAKER = scope:petition_vassal
VAR = petition_liege_council_second
}
}
else = {
petition_liege_0101_council_seat_effect = {
JOB_TAKER = scope:petition_vassal
VAR = petition_liege_council_first
}
}
}
flag:council_seat_family = {
if = {
limit = { exists = scope:second_council_pos }
petition_liege_0101_council_seat_effect = {
JOB_TAKER = scope:petition_char
VAR = petition_liege_council_second
}
}
else = {
petition_liege_0101_council_seat_effect = {
JOB_TAKER = scope:petition_char
VAR = petition_liege_council_first
}
}
}
flag:court_position = {
petition_liege_0101_court_position_effect = { JOB_TAKER = scope:petition_vassal }
}
flag:court_position_family = {
petition_liege_0101_court_position_effect = { JOB_TAKER = scope:petition_char }
}
flag:governorship_family = {
petition_liege_governorship_effect = {
CHAR = scope:petition_char
TITLE = scope:governorship_title
GRANTED_FROM = scope:petition_liege
}
}
flag:house_governorship_rights = {
petition_liege_house_governorship_rights_effect = yes
}
flag:pay_debt = { petition_liege_0101_pay_debt_effect = yes }
flag:war_aid = {petition_liege_0101_war_aid_effect = yes }
flag:vassal_war = { petition_liege_0101_end_all_wars_effect = yes }
flag:faction_war = { petition_liege_0101_faction_dismantle_effect = yes }
flag:county_control = { petition_liege_0101_county_control_effect = yes }
flag:county_convert = { petition_liege_0101_county_convert_effect = yes }
flag:county_opinion = { petition_liege_0101_county_opinion_effect = yes }
flag:fortify_border = { petition_liege_0101_fortify_border_effect = yes }
flag:title_liege = { petition_liege_0101_title_liege_effect = yes }
flag:title_vassal = {
if = {
limit = {
scope:second_party = { is_ai = no }
}
scope:second_party = { trigger_event = petition_liege.0501 }
custom_description_no_bullet = {
text = petition_liege_second_if_tt
object = scope:second_party
}
scope:second_party = {
show_as_tooltip = { petition_liege_0101_title_vassal_effect = yes }
}
}
else = { petition_liege_0101_title_vassal_effect = yes }
}
flag:construct_city = { petition_liege_0101_construct_city_effect = yes }
flag:construct_temple = { petition_liege_0101_construct_temple_effect = yes }
flag:development = { petition_liege_0101_development_effect = yes }
flag:house_fief = { petition_liege_0101_house_fief_effect = yes }
flag:regent = { petition_liege_0121_regent_effect = yes }
flag:appointment = { petition_liege_0121_appointment_effect = yes }
flag:wedding = { petition_liege_0121_wedding_effect = yes }
flag:privilege = { petition_liege_0121_privilege_effect = yes }
}
petition_pos_grandeur_renown_effect = yes
}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_type_outcome_effect.
Events (6)
- Office Endorsement
petition_liege.0121 - Petition: Accepted
petition_liege.0201 - Petition: Accepted
petition_liege.0221 - Petition: Gold
petition_liege.0101 - Petition: Second Opinion
petition_liege.0401 - Petition: Second Opinion
petition_liege.0421
Scripted effects inside an event file (1)
- petition_liege_0205_carry_out_effects_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.