Scripted effect · By God Alone files
request_victory_interaction_effect
request_victory_interaction_effect = yesgame/common/scripted_effects/pam_effects.txt, line 11364 (132 lines). No parameters.
request_victory_interaction_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 11364 of its file. It takes no parameters: request_victory_interaction_effect = yes. The game's script calls it in 1 place, among them Request Victory (interaction). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
What it does
If
a check the game hides
Then
scope:requested_victory_war:casus_belli = { … }release_prisoners_of_war_effect = yesIf
casus_belli = { primary_attacker = scope:puppet_or_actor }
Then
end_war = attacker
Otherwise
end_war = defender
scope:secondary_recipient:- If does not have the Modifier: Privileges of the Church:
- Gains the modifier “Privileges of the Church” for 10 years
- If played by the AI: Opinion: Enforced My Defeat
- Event pam_interactions_events.0083
- If does not have the Modifier: Privileges of the Church:
If
- The Christian Church: The current phase counts “Clergy declares a War between Christian Rulers won”
Then
- The Christian Church: Counts toward the situation's next phase: “Clergy declares a War between Christian Rulers won”
scope:puppet_or_actor:If
scope:donate_faith = yes
Then
pay_treasury_or_gold = { target = scope:recipient value = major_gold_value }
If
scope:offer_hook = yes
Then
scope:recipient:add_hook = { type = favor_hook target = scope:puppet_or_actor }
pam_offer_pilgrimage_effect = { ACTOR = scope:puppet_or_actor CLERIC = scope:recipient }- … has declared your War against … a victory
If
scope:is_puppet_action ?= yesscope:actor != scope:recipient
Then
- scope:actor: … declared the War against … a victory at … behest
• 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 (120 lines of game script)
request_victory_interaction_effect = {
scope:puppet_or_actor = {
random_character_war = {
limit = {
pam_request_victory_war_with_enemy_trigger = { ENEMY = scope:secondary_recipient }
}
save_scope_as = requested_victory_war
save_scope_as = war #release_prisoners_of_war_effect resolves the war through scope:war
}
}
if = {
#The war can end during the reply window, leaving nothing to rule on
limit = { exists = scope:requested_victory_war }
scope:requested_victory_war = {
casus_belli = {
primary_attacker = {
save_scope_as = attacker
}
primary_defender = {
save_scope_as = defender
}
}
release_prisoners_of_war_effect = yes
if = {
limit = {
casus_belli = {
primary_attacker = scope:puppet_or_actor
}
}
end_war = attacker
}
else = {
end_war = defender
}
}
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_neutral
title = request_victory_interaction_recipient_toast
left_icon = scope:puppet_or_actor
right_icon = scope:secondary_recipient
}
}
#The Church makes it worth the loser's while, so that obeying a ruling is not simply a defeat
scope:secondary_recipient = {
if = {
limit = {
NOT = { has_character_modifier = pam_church_compensation_modifier }
}
add_character_modifier = {
modifier = pam_church_compensation_modifier
years = 10
}
}
if = {
limit = { is_ai = yes }
add_opinion = {
target = scope:recipient
modifier = pam_enforced_victory_opinion
}
}
trigger_event = pam_interactions_events.0083
}
if = {
limit = {
situation:the_christian_church ?= {
situation_top_has_catalyst = catalyst_the_christian_church_victory_enforced
}
}
situation:the_christian_church = {
trigger_situation_catalyst = catalyst_the_christian_church_victory_enforced
}
}
scope:puppet_or_actor = {
if = {
limit = {
scope:donate_faith = yes
}
pay_treasury_or_gold = {
target = scope:recipient
value = major_gold_value
}
}
if = {
limit = {
scope:offer_piety = yes
}
add_piety = major_piety_loss
scope:recipient = {
add_piety = major_piety_gain
}
}
if = {
limit = {
scope:offer_hook = yes
}
scope:recipient = {
add_hook = {
type = favor_hook
target = scope:puppet_or_actor
}
}
}
pam_offer_pilgrimage_effect = {
ACTOR = scope:puppet_or_actor
CLERIC = scope:recipient
}
send_interface_toast = {
type = event_toast_effect_neutral
title = request_victory_interaction_toast_title
custom_tooltip = request_victory_interaction_toast
left_icon = scope:recipient
right_icon = scope:secondary_recipient
}
}
if = {
limit = {
scope:is_puppet_action ?= yes
scope:actor != scope:recipient
}As written in game/common/scripted_effects/pam_effects.txt.
The first 120 of its 132 lines; the rest is in game/common/scripted_effects/pam_effects.txt from line 11364.
Where it is used
Every place in common/, events/ and history/ that calls request_victory_interaction_effect.
Character interactions (1)
Source: game/common/scripted_effects/pam_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.