Scripted effect
roaming_progress_events_reward_effect
roaming_progress_events_reward_effect = { LOG_KEY = … }game/common/scripted_effects/00_roaming_effects.txt, line 102 (43 lines). Parameters: $LOG_KEY$.
roaming_progress_events_reward_effect is a scripted effect in Crusader Kings III, written at line 102 of its file. A call passes 1 parameter: LOG_KEY. The game's script calls it in 7 places, among them A Quiet Day (event bp3_roaming.0170), The Birds Overhead (event bp3_roaming.0210) and The Breathtaking View (event bp3_roaming.0050). Patch 1.20.1.2, from game/common/scripted_effects/00_roaming_effects.txt.
What it does
- Their activity › Activity log entry › You:
If
has_activity_intent = roaming_storyteller_intent
Then
roaming_fame_reward_event_effect = { VALUE = roaming_reward_fame_small }
Else if
has_activity_intent = roaming_befriend_intent
Then
scope:special_guest:reverse_add_opinion = { modifier = friendliness_opinion target = root opinion = 15 }roaming_tally_variable_effect = { TYPE = opinion VALUE = 10 }
- You:
reverse_add_opinion = { modifier = friendliness_opinion target = scope:special_guest opinion = 15 }roaming_tally_variable_effect = { TYPE = opinion VALUE = 10 }
Otherwise
- Stress and fulfillment impact: -5
roaming_tally_variable_effect = { TYPE = stress VALUE = miniscule_stress_impact_loss }
• 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 (43 lines of game script)
roaming_progress_events_reward_effect = {
involved_activity = {
add_activity_log_entry = {
key = $LOG_KEY$
tags = { activity_log }
character = root
root = {
if = {
limit = {
has_activity_intent = roaming_storyteller_intent
}
roaming_fame_reward_event_effect = { VALUE = roaming_reward_fame_small }
}
else_if = {
limit = {
exists = scope:special_guest
has_activity_intent = roaming_befriend_intent
}
scope:special_guest = {
reverse_add_opinion = {
modifier = friendliness_opinion
target = root
opinion = 15
}
roaming_tally_variable_effect = { TYPE = opinion VALUE = 10 }
}
root = {
reverse_add_opinion = {
modifier = friendliness_opinion
target = scope:special_guest
opinion = 15
}
roaming_tally_variable_effect = { TYPE = opinion VALUE = 10 }
}
}
else = {
stress_and_fulfillment_impact = { base = miniscule_stress_impact_loss }
roaming_tally_variable_effect = { TYPE = stress VALUE = miniscule_stress_impact_loss }
}
}
}
}
}As written in game/common/scripted_effects/00_roaming_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls roaming_progress_events_reward_effect.
Events (7)
- A Quiet Day
bp3_roaming.0170 - The Birds Overhead
bp3_roaming.0210 - The Breathtaking View
bp3_roaming.0050 - The Ocean Scent
bp3_roaming.0080 - The Path's End
bp3_roaming.0070 - The River at Journey's End
bp3_roaming.0090
1 more
- The Small Oasis
bp3_roaming.0060
Source: game/common/scripted_effects/00_roaming_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.