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
has_relation_rival = $CHARACTER$can_set_relation_nemesis_trigger = { CHARACTER = $CHARACTER$ }
Then
Otherwise
progress_towards_rival_effect = { CHARACTER = $CHARACTER$ REASON = $REASON$ OPINION = $OPINION$ }
• 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)
- A Disciple Worth Winning
az_debate.0001 - A Rebuke Before All
az_debate.0007 - Into the Cloister
pam_secular_faith_events.0024 - Scholarly Crossroads
az_debate.0008 - Where Is It?
coronation_events.1002
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.