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

successful_befriend_critical_change_effect

successful_befriend_critical_change_effect = { CHARACTER = … REASON = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 14454 (46 lines). Parameters: $CHARACTER$, $REASON$.

successful_befriend_critical_change_effect is a scripted effect in Crusader Kings III, written at line 14454 of its file. A call passes 2 parameters: CHARACTER and REASON. The game's script calls it in 7 places, among them … Friendship (event befriend_outcome.0002), Befriend: An Enjoyable Evening (event befriend_outcome.6001) and Befriend: An Evening's Company (event befriend_outcome.6003). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

What it does

• 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 (46 lines of game script)
successful_befriend_critical_change_effect = {
	$CHARACTER$ = {
		hidden_effect = {
			if = { #Remove potential rival relation if you have it
				limit = {
					has_relation_potential_rival = root
				}
				remove_relation_potential_rival = root
			}
		}
		if = { #Set friend relation
			limit = {
				NOT = { has_relation_friend = root  }
			}
			if = {
				limit = {
					exists = scope:relationship_reason_location
				}
				set_relation_friend = { reason = $REASON$ target = root province = scope:relationship_reason_location }
			}
			else = {
				set_relation_friend = { reason = $REASON$ target = root }
			}
		}
		else_if = { #Fallback
			limit = {
				has_relation_friend = root
			}
			$CHARACTER$ = {
				add_opinion = {
					modifier = friendliness_opinion
					target = root
					opinion = 40
				}
			}
		}
	}
	if = {
		limit = {
			has_government = landless_adventurer_government
			has_perk = friendly_counsel_perk
			$CHARACTER$ = { is_ruler = yes }
		}
		add_contact = $CHARACTER$
	}
}

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 successful_befriend_critical_change_effect.

Events (7)

1 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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