CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect · By God Alone files

request_victory_interaction_effect

request_victory_interaction_effect = yes

game/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 = yes
      • If

        • casus_belli = { primary_attacker = scope:puppet_or_actor }

        Then

        • end_war = attacker

        Otherwise

        • end_war = defender
    • scope:secondary_recipient:
    • If

      Then

    • scope:puppet_or_actor:
      • If

        • scope:donate_faith = yes

        Then

        • pay_treasury_or_gold = { target = scope:recipient value = major_gold_value }
      • If

        • scope:offer_piety = yes

        Then

        • Gain -250 Piety
        • scope:recipient: Gain +250 Piety
      • 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 ?= yes
      • scope: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.

Spotted a mistake on this page?