Scripted effect
set_random_rivalry_reason
set_random_rivalry_reason = { RELATION = … TARGET = … }game/common/scripted_effects/00_relation_effects.txt, line 1046 (96 lines). Parameters: $RELATION$, $TARGET$.
set_random_rivalry_reason is a scripted effect in Crusader Kings III, written at line 1046 of its file. A call passes 2 parameters: RELATION and TARGET. The game's script calls it in 4 places, among them Camp Gossip: Hidden Feud (event ep3_laamp_flavour_ewan.2016), courtier_guest_management.3001 (event) and ep3_laamp_decision_event.1300 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_relation_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (96 lines of game script)
set_random_rivalry_reason = { # Use for adults, primarily
show_as_tooltip = {
set_relation_$RELATION$ = $TARGET$
}
if = {
limit = {
NOT = {
has_relation_$RELATION$ = $TARGET$
}
}
hidden_effect = {
random_list = {
10 = {
trigger = {
exists = location
NOT = { exists = liege }
}
set_relation_$RELATION$ = { reason = rival_random_1 target = $TARGET$ province = location }
}
10 = {
trigger = {
exists = location
NOT = { exists = liege }
}
set_relation_$RELATION$ = { reason = rival_random_2 target = $TARGET$ province = location }
}
10 = {
trigger = {
exists = location
NOT = { exists = liege }
}
set_relation_$RELATION$ = { reason = rival_random_3 target = $TARGET$ province = location }
}
10 = {
trigger = {
exists = location
NOT = { exists = liege }
}
set_relation_$RELATION$ = { reason = rival_random_4 target = $TARGET$ province = location }
}
10 = {
trigger = {
exists = location
NOT = { exists = liege }
}
set_relation_$RELATION$ = { reason = rival_random_5 target = $TARGET$ province = location }
}
10 = {
trigger = {
exists = liege
}
set_relation_$RELATION$ = { reason = rival_random_6 target = $TARGET$ involved_character = liege }
}
10 = {
trigger = {
exists = liege
}
set_relation_$RELATION$ = { reason = rival_random_7 target = $TARGET$ involved_character = liege }
}
10 = {
trigger = {
exists = liege
}
set_relation_$RELATION$ = { reason = rival_random_8 target = $TARGET$ involved_character = liege }
}
10 = {
trigger = {
exists = liege.capital_province
}
set_relation_$RELATION$ = { reason = rival_random_9 target = $TARGET$ involved_character = liege province = liege.capital_province }
}
10 = {
trigger = {
exists = liege.capital_province
}
set_relation_$RELATION$ = { reason = rival_random_10 target = $TARGET$ involved_character = liege province = liege.capital_province }
}
10 = {
trigger = {
exists = liege
}
set_relation_$RELATION$ = { reason = rivalry_at_court target = $TARGET$ involved_character = liege }
}
10 = {
trigger = {
NOR ={
exists = location
exists = liege
}
}
set_relation_$RELATION$ = { reason = rival_random_fallback target = $TARGET$ }
}
}
}
}
}As written in game/common/scripted_effects/00_relation_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls set_random_rivalry_reason.
Events (3)
- Camp Gossip: Hidden Feud
ep3_laamp_flavour_ewan.2016 - courtier_guest_management.3001
- ep3_laamp_decision_event.1300
Scripted effects (1)
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.