Scripted effect · By God Alone files
sell_claim_interaction_effect
sell_claim_interaction_effect = yesgame/common/scripted_effects/pam_effects.txt, line 3723 (84 lines). No parameters.
sell_claim_interaction_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 3723 of its file. It takes no parameters: sell_claim_interaction_effect = yes. The game's script calls it in 1 place, among them Sell Claim (interaction). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
What it does
scope:recipient:add_unpressed_claim = scope:target
If
scope:is_puppet_action ?= yes
Then
scope:puppet_or_actor:add_piety = { … }
If
scope:sell_claim_gold_and_hook = yes
Then
scope:recipient:pay_short_term_gold = { target = scope:puppet_or_actor gold = minor_gold_value }
scope:puppet_or_actor:add_hook = { type = favor_hook target = scope:recipient }
Otherwise
- scope:puppet_or_actor › scope:recipient:
pay_short_term_gold = { target = scope:puppet_or_actor gold = pam_sell_claim_gold_cost_value }
If
- The Christian Church: The current phase counts “Clergy member sells a Claim”
- scope:puppet_or_actor: Any character situation:
Then
- The Christian Church: Counts toward the situation's next phase: “Clergy member sells a Claim”
• 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 (84 lines of game script)
sell_claim_interaction_effect = {
scope:recipient = { add_unpressed_claim = scope:target }
# cost = { piety } is only charged to scope:actor, so a puppeteer's cleric pays here instead
if = {
limit = { scope:is_puppet_action ?= yes }
scope:puppet_or_actor = {
add_piety = {
value = {
add = pam_sell_claim_piety_cost_value
max = piety
multiply = -1
}
}
}
}
if = {
limit = { scope:sell_claim_gold_and_hook = yes }
send_interface_toast = {
title = sell_claim_interaction_effect_tt
left_icon = scope:target
right_icon = scope:recipient
scope:recipient = {
pay_short_term_gold = {
target = scope:puppet_or_actor
gold = minor_gold_value
}
}
}
scope:puppet_or_actor = { # Generates its own toast
if = {
limit = { has_hook = scope:recipient }
custom_tooltip = already_has_hook_on_recipient
}
add_hook = {
type = favor_hook
target = scope:recipient
}
}
}
else = {
scope:puppet_or_actor = {
send_interface_toast = {
title = sell_claim_interaction_effect_tt
left_icon = scope:target
right_icon = scope:recipient
scope:recipient = {
pay_short_term_gold = {
target = scope:puppet_or_actor
gold = pam_sell_claim_gold_cost_value
}
}
}
}
}
if = {
limit = {
scope:is_puppet_action ?= yes
scope:actor != scope:recipient
}
scope:actor = {
send_interface_toast = {
title = sell_claim_interaction_effect_tt_puppeteer
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
}
}
}
if = {
limit = {
scope:puppet_or_actor = { has_pam_dlc_trigger = yes }
situation:the_christian_church ?= {
situation_top_has_catalyst = catalyst_clergy_sold_claim
}
scope:puppet_or_actor = {
any_character_situation = {
this = situation:the_christian_church
}
}
}
situation:the_christian_church = {
trigger_situation_catalyst = catalyst_clergy_sold_claim
}
}
}As written in game/common/scripted_effects/pam_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls sell_claim_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.