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

sway_ongoing_1002_outcome_effect

sway_ongoing_1002_outcome_effect = yes

game/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

  • If

    • has_relation_friend = scope:believer

    Then

    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)

• 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)

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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