Scripted effect
sway_ongoing_1002_outcome_effect
sway_ongoing_1002_outcome_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 15691 (63 lines). No parameters.
sway_ongoing_1002_outcome_effect is a scripted effect in Crusader Kings III, written at line 15691 of its file. It takes no parameters: sway_ongoing_1002_outcome_effect = yes. The game's script calls it in 1 place, among them Sway: Compliments (event sway_ongoing.1002). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
Otherwise
- 1 of 2 things will happen:
- 50% – Your compliment is well-received › scope:compliment_receiver: Opinion: Respect (+10)
- 50% – Your compliment comes across as an insult › scope:compliment_receiver: Opinion: Respect (-5)
- 1 of 2 things will happen:
• 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 (63 lines of game script)
sway_ongoing_1002_outcome_effect = {
if = {
limit = {
exists = scope:believer
has_relation_friend = scope:believer
}
show_as_tooltip = { theology_3021_a_success_effect = yes }
}
else = {
random_list = {
1 = {
desc = diplomacy_majesty.0004.success.tt
show_chance = no
show_as_tooltip = {
scope:compliment_receiver = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = 10
}
}
}
}
1 = {
desc = diplomacy_majesty.0004.failure.tt
show_chance = no
show_as_tooltip = {
scope:compliment_receiver = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = -5
}
}
}
}
}
}
hidden_effect = {
if = {
limit = {
exists = scope:compliment_outcome
scope:compliment_outcome = flag:good
}
trigger_event = sway_ongoing.1003
}
else_if = { #Is treated as a good outcome here
limit = {
exists = scope:compliment_outcome
scope:compliment_outcome = flag:neutral
}
trigger_event = sway_ongoing.1003
}
else_if = {
limit = {
exists = scope:compliment_outcome
scope:compliment_outcome = flag:bad
}
trigger_event = sway_ongoing.1004
}
}
}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 sway_ongoing_1002_outcome_effect.
Events (1)
- Sway: Compliments
sway_ongoing.1002
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.