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

add_upset_shepherds_modifier_effect

add_upset_shepherds_modifier_effect = yes

game/common/scripted_effects/00_county_corruption_effects.txt, line 379 (24 lines). No parameters.

add_upset_shepherds_modifier_effect is a scripted effect in Crusader Kings III, written at line 379 of its file. It takes no parameters: add_upset_shepherds_modifier_effect = yes. The game's script calls it in 3 places, among them add_random_county_corruption_in_debt_effect (scripted effect), add_random_county_corruption_low_control_effect (scripted effect) and add_random_county_corruption_modifier_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_county_corruption_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 (24 lines of game script)
add_upset_shepherds_modifier_effect = {
	save_scope_as = county
	holder = {
		send_interface_message = {
			type = msg_county_corruption_bad
			title = {
				first_valid = {
					triggered_desc = {
						trigger = { exists = scope:deficit }
						desc = gain_county_corruption.message.deficit
					}
					desc = gain_county_corruption.message.county_corruption
				}
			}
			left_icon = scope:county
			scope:county = {
				add_county_modifier = {
					modifier = county_corruption_upset_shepherds_modifier
					years = 10
				}
			}
		}
	}
}

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

Where it is used

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

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

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