CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

whom_do_i_love_the_most_effect

whom_do_i_love_the_most_effect = { CHARACTER1 = … CHARACTER2 = … }

game/common/scripted_effects/00_romance_effects.txt, line 887 (326 lines). Parameters: $CHARACTER1$, $CHARACTER2$.

whom_do_i_love_the_most_effect is a scripted effect in Crusader Kings III, written at line 887 of its file. A call passes 2 parameters: CHARACTER1 and CHARACTER2. The game's script calls it in 1 place, among them My Beloved (event lover.3203). Patch 1.20.1.2, from game/common/scripted_effects/00_romance_effects.txt.

The comment above it in the file

Which one of the two characters do I love the most?

What it does

  • If

    • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 0 }
    • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 0 }

    Then

    • If

      • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 10 }
      • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 10 }

      Then

      • If

        • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 20 }
        • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 20 }

        Then

        • If

          • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 30 }
          • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 30 }

          Then

          • If

            • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 40 }
            • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 40 }

            Then

            • If

              • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 50 }
              • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 50 }

              Then

              • If

                • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 60 }
                • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 60 }

                Then

                • If

                  • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 70 }
                  • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 70 }

                  Then

                  • If

                    • has_opinion_modifier = { target = $CHARACTER1$ modifier = love_opinion value >= 80 }
                    • has_opinion_modifier = { target = $CHARACTER2$ modifier = love_opinion value >= 80 }

                    Then

                    • 1 of 2 things will happen:
                      • 50%: Nothing else happens
                      • 50%: Nothing else happens

    Otherwise

    • 1 of 2 things will happen:
      • 50%: Nothing else happens
      • 50%: 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)
whom_do_i_love_the_most_effect = {
	if = {
		limit = {
			has_opinion_modifier = {
				target = $CHARACTER1$
				modifier = love_opinion
				value >= 0
			}
			has_opinion_modifier = {
				target = $CHARACTER2$
				modifier = love_opinion
				value >= 0
			}
		}
		if = {
			limit = {
				has_opinion_modifier = {
					target = $CHARACTER1$
					modifier = love_opinion
					value >= 10
				}
				has_opinion_modifier = {
					target = $CHARACTER2$
					modifier = love_opinion
					value >= 10
				}
			}
			if = {
				limit = {
					has_opinion_modifier = {
						target = $CHARACTER1$
						modifier = love_opinion
						value >= 20
					}
					has_opinion_modifier = {
						target = $CHARACTER2$
						modifier = love_opinion
						value >= 20
					}
				}
				if = {
					limit = {
						has_opinion_modifier = {
							target = $CHARACTER1$
							modifier = love_opinion
							value >= 30
						}
						has_opinion_modifier = {
							target = $CHARACTER2$
							modifier = love_opinion
							value >= 30
						}
					}
					if = {
						limit = {
							has_opinion_modifier = {
								target = $CHARACTER1$
								modifier = love_opinion
								value >= 40
							}
							has_opinion_modifier = {
								target = $CHARACTER2$
								modifier = love_opinion
								value >= 40
							}
						}
						if = {
							limit = {
								has_opinion_modifier = {
									target = $CHARACTER1$
									modifier = love_opinion
									value >= 50
								}
								has_opinion_modifier = {
									target = $CHARACTER2$
									modifier = love_opinion
									value >= 50
								}
							}
							if = {
								limit = {
									has_opinion_modifier = {
										target = $CHARACTER1$
										modifier = love_opinion
										value >= 60
									}
									has_opinion_modifier = {
										target = $CHARACTER2$
										modifier = love_opinion
										value >= 60
									}
								}
								if = {
									limit = {
										has_opinion_modifier = {
											target = $CHARACTER1$
											modifier = love_opinion
											value >= 70
										}
										has_opinion_modifier = {
											target = $CHARACTER2$
											modifier = love_opinion
											value >= 70
										}
									}
									if = {
										limit = {
											has_opinion_modifier = {
												target = $CHARACTER1$
												modifier = love_opinion
												value >= 80
											}
											has_opinion_modifier = {
												target = $CHARACTER2$
												modifier = love_opinion
												value >= 80
											}
										}
										random_list = {
											50 = {

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

The first 120 of its 326 lines; the rest is in game/common/scripted_effects/00_romance_effects.txt from line 887.

Where it is used

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

Events (1)

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

Spotted a mistake on this page?