Scripted effect
playdate_end_guest_effect
playdate_end_guest_effect = yesgame/common/scripted_effects/00_playdate_scripted_effects.txt, line 17 (10 lines). No parameters.
playdate_end_guest_effect is a scripted effect in Crusader Kings III, written at line 17 of its file. It takes no parameters: playdate_end_guest_effect = yes. The game's script calls it in 1 place, among them Returning Home (event playdate.9002). Patch 1.20.1.2, from game/common/scripted_effects/00_playdate_scripted_effects.txt.
What it does
- Stress and fulfillment impact: -20, and by trait: Gregarious -30, Charming -15, Shy +40, Pensive +20
• 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 (10 lines of game script)
playdate_end_guest_effect = {
# Only called on the end of a *successful* playdate. Playdates which are interrupted due to death, imprisonment, etc., don't get this, so put critical clean-up stuff in the activity itself.
stress_and_fulfillment_impact = {
base = medium_stress_loss
gregarious = medium_stress_impact_loss
charming = minor_stress_impact_loss
shy = medium_stress_impact_gain
pensive = minor_stress_impact_gain
}
}As written in game/common/scripted_effects/00_playdate_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls playdate_end_guest_effect.
Events (1)
- Returning Home
playdate.9002
Source: game/common/scripted_effects/00_playdate_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.