Scripted effect
strongest_ai_value_effect
strongest_ai_value_effect = yesgame/common/scripted_effects/00_ai_value_effects.txt, line 14 (308 lines). No parameters.
strongest_ai_value_effect is a scripted effect in Crusader Kings III, written at line 14 of its file. It takes no parameters: strongest_ai_value_effect = yes. The game's script calls it in 1 place, among them A Tedious Disagreement (event diplomacy_majesty_special.1011). Patch 1.20.1.2, from game/common/scripted_effects/00_ai_value_effects.txt.
The comment above it in the file
Saves a scope value with the "strongest" ai value (not exact values but based on the low/medium/high values in 00_ai_values.txt)
What it does
- 1 of 16 things will happen:
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
- 6% (base chance; changed in play): Nothing else happens
• 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)
strongest_ai_value_effect = {
random_list = {
1 = { #Positive boldness
trigger = { ai_boldness > 0 }
modifier = {
ai_boldness >= low_positive_boldness
factor = 100
}
modifier = {
ai_boldness >= medium_positive_boldness
factor = 100
}
modifier = {
ai_boldness >= high_positive_boldness
factor = 100
}
set_variable = {
name = strongest_ai_value
value = flag:positive_boldness
}
}
1 = { #Positive compassion
trigger = { ai_compassion > 0 }
modifier = {
ai_compassion >= low_positive_compassion
factor = 100
}
modifier = {
ai_compassion >= medium_positive_compassion
factor = 100
}
modifier = {
ai_compassion >= high_positive_compassion
factor = 100
}
set_variable = {
name = strongest_ai_value
value = flag:positive_compassion
}
}
1 = { #Positive greed
trigger = { ai_greed > 0 }
modifier = {
ai_greed >= low_positive_greed
factor = 100
}
modifier = {
ai_greed >= medium_positive_greed
factor = 100
}
modifier = {
ai_greed >= high_positive_greed
factor = 100
}
set_variable = {
name = strongest_ai_value
value = flag:positive_greed
}
}
1 = { #Positive energy
trigger = { ai_energy > 0 }
modifier = {
ai_energy >= low_positive_energy
factor = 100
}
modifier = {
ai_energy >= medium_positive_energy
factor = 100
}
modifier = {
ai_energy >= high_positive_energy
factor = 100
}
set_variable = {
name = strongest_ai_value
value = flag:positive_energy
}
}
1 = { #Positive honor
trigger = { ai_honor > 0 }
modifier = {
ai_honor >= low_positive_honor
factor = 100
}
modifier = {
ai_honor >= medium_positive_honor
factor = 100
}
modifier = {
ai_honor >= high_positive_honor
factor = 100
}
set_variable = {
name = strongest_ai_value
value = flag:positive_honor
}
}
1 = { #Positive rationality
trigger = { ai_rationality > 0 }
modifier = {
ai_rationality >= low_positive_rationality
factor = 100
}
modifier = {
ai_rationality >= medium_positive_rationality
factor = 100
}
modifier = {
ai_rationality >= high_positive_rationality
factor = 100
}
set_variable = {
name = strongest_ai_value
value = flag:positive_rationality
}
}
1 = { #Positive vengefulness
trigger = { ai_vengefulness > 0 }
modifier = {
ai_vengefulness >= low_positive_vengefulnessAs written in game/common/scripted_effects/00_ai_value_effects.txt.
The first 120 of its 308 lines; the rest is in game/common/scripted_effects/00_ai_value_effects.txt from line 14.
Where it is used
Every place in common/, events/ and history/ that calls strongest_ai_value_effect.
Events (1)
- A Tedious Disagreement
diplomacy_majesty_special.1011
Source: game/common/scripted_effects/00_ai_value_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.