CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

set_relation_lover_through_seduction_effect

set_relation_lover_through_seduction_effect = { CHARACTER = … LOCATION = … REASON = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 13752 (49 lines). Parameters: $CHARACTER$, $LOCATION$, $REASON$.

set_relation_lover_through_seduction_effect is a scripted effect in Crusader Kings III, written at line 13752 of its file. A call passes 3 parameters: CHARACTER, LOCATION and REASON. The game's script calls it in 15 places, among them Carnal Hunger (event seduce_outcome.3030), In Any Other Court (event seduce_outcome.3302) and In My Chambers (event seduce_outcome.3301). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

What it does

  • scope:scheme:
    • end_scheme = yes
  • If

    • NOT = { has_relation_lover = scope:second_character }

    Then

    • scope:second_character: Gains a Lover

• 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 (49 lines of game script)
set_relation_lover_through_seduction_effect = {
	$CHARACTER$ = { save_scope_as = second_character }
	if = { #To save a potential important object to be used later on
		limit = {
			exists = scope:scheme
			scope:scheme = { has_variable = object_of_importance }
			NOT = { has_variable_list = lover_object_of_importance }
		}
		add_to_variable_list = {
			name = lover_object_of_importance
			target = scope:scheme.var:object_of_importance
		}
		add_to_variable_list = {
			name = lover_object_of_importance
			target = scope:second_character
		}
	}
	else_if = { #you can save two different seduction objects
		limit = {
			exists = scope:scheme
			scope:scheme = { has_variable = object_of_importance }
			has_variable_list = lover_object_of_importance
			NOT = { has_variable_list = lover_object_of_importance_2 }
		}
		add_to_variable_list = {
			name = lover_object_of_importance_2
			target = scope:scheme.var:object_of_importance
		}
		add_to_variable_list = {
			name = lover_object_of_importance_2
			target = scope:second_character
		}
	}
	scope:scheme = {
		end_scheme = yes
	}
	if = { # Safeguard because so much stuff can happen
		limit = {
			NOT = { has_relation_lover = scope:second_character }
		}
		scope:second_character = {
			set_relation_lover = {
				target = prev
				reason = $REASON$
				province = $LOCATION$
			}
		}
	}
}

As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls set_relation_lover_through_seduction_effect.

Events (15)

9 more

Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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