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

progress_towards_nemesis_effect

progress_towards_nemesis_effect = { CHARACTER = … OPINION = … REASON = … }

game/common/scripted_effects/00_relation_effects.txt, line 433 (53 lines). Parameters: $CHARACTER$, $OPINION$, $REASON$.

progress_towards_nemesis_effect is a scripted effect in Crusader Kings III, written at line 433 of its file. A call passes 3 parameters: CHARACTER, OPINION and REASON. The game's script calls it in 5 places, among them A Disciple Worth Winning (event az_debate.0001), A Rebuke Before All (event az_debate.0007) and Into the Cloister (event pam_secular_faith_events.0024). Patch 1.20.1.2, from game/common/scripted_effects/00_relation_effects.txt.

The comment above it in the file

Please use this one with care: players should never auto-upgrade to nemesis if we can help it, this is mostly for the AI.

What it does

  • If

    Then

    • If a check the game hides passes: the same again (1 line)
      Else if a check the game hides passes: the same again (1 line)
      Else if a check the game hides passes: the same again (1 line)

      Otherwise

    Otherwise

• 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 (53 lines of game script)
progress_towards_nemesis_effect = {
	if = {
		limit = {
			has_relation_rival = $CHARACTER$
			can_set_relation_nemesis_trigger = { CHARACTER = $CHARACTER$ }
		}
		if = {
			limit = {
				exists = scope:relationship_reason_involved_character
				exists = scope:relationship_reason_province
			}
			set_relation_nemesis = {
				reason = $REASON$ 
				target = $CHARACTER$ 
				involved_character = scope:relationship_reason_involved_character 
				province = scope:relationship_reason_province 
			}
		}
		else_if = {
			limit = {
				exists = scope:relationship_reason_province
			}
			set_relation_nemesis = {
				reason = $REASON$ 
				target = $CHARACTER$ 
				province = scope:relationship_reason_province 
			}
		}
		else_if = {
			limit = {
				exists = scope:relationship_reason_involved_character
			}
			set_relation_nemesis = {
				reason = $REASON$ 
				target = $CHARACTER$ 
				involved_character = scope:relationship_reason_involved_character 
			}
		}
		else = {
			set_relation_nemesis = {
				reason = $REASON$ 
				target = $CHARACTER$ 
			}
		}
	}
	else = {
		progress_towards_rival_effect = {
			CHARACTER = $CHARACTER$
			REASON = $REASON$
			OPINION = $OPINION$
		}
	}
}

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

Where it is used

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

Events (5)

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

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