Scripted effect · Coronations files
coronation_broken_oath_punishment_effect
coronation_broken_oath_punishment_effect = yesgame/common/scripted_effects/10_ach_effects.txt, line 6324 (207 lines). No parameters.
coronation_broken_oath_punishment_effect is a scripted effect in Crusader Kings III, in the Coronations files, written at line 6324 of its file. It takes no parameters: coronation_broken_oath_punishment_effect = yes. The game's script calls it in 1 place, among them Broken Oath: … (event coronation_events.0150). Patch 1.20.1.2, from game/common/scripted_effects/10_ach_effects.txt.
What it does
- If played by a person:
- If game rule set to “Very Hard”:
- Level of Fame -3
- If has the Trait: Ambitious: Gains 200 Stress
- Otherwise: Gains 100 Stress
- Else, if game rule set to “Hard”:
- Level of Fame -2
- If has the Trait: Ambitious: Gains 150 Stress
- Otherwise: Gains 75 Stress
- Else, if game rule set to “Easy”:
- Else, if game rule set to “Very Easy”:
- Otherwise:
- Level of Fame -1
- If has the Trait: Ambitious: Gains 100 Stress
- Otherwise: Gains 60 Stress
- If game rule set to “Very Hard”:
- Every Vassal, Courtier, or Guest: Opinion: Disappointed
• 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)
coronation_broken_oath_punishment_effect = {
set_variable = {
name = scale_of_oath_failure
value = 0
}
every_vassal = {
add_to_list = disappointed_vassals
root = {
change_variable = {
name = scale_of_oath_failure
add = prev.sub_realm_size
}
}
}
every_courtier_or_guest = {
add_to_list = disappointed_vassals
}
change_variable = {
name = scale_of_oath_failure
add = sub_realm_size
}
if = {
limit = {
culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
change_variable = {
name = scale_of_oath_failure
multiply = 2
}
}
else_if = {
limit = {
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
change_variable = {
name = scale_of_oath_failure
multiply = 1.6
}
}
else_if = {
limit = {
culture = { has_cultural_era_or_later = culture_era_early_medieval }
}
change_variable = {
name = scale_of_oath_failure
multiply = 1.2
}
}
else = {
change_variable = {
name = scale_of_oath_failure
multiply = 0.8
}
}
if = {
limit = {
has_trait = ambitious
}
change_variable = {
name = scale_of_oath_failure
multiply = 1.2
}
}
if = {
limit = {
is_ai = no
}
if = {
limit = {
has_game_rule = very_hard_difficulty
}
add_prestige_level = -3
change_variable = {
name = scale_of_oath_failure
multiply = 2
}
save_scope_value_as = {
name = failure_opinion_value
value = -60
}
if = {
limit = {
has_trait = ambitious
}
add_stress = 200
}
else = {
add_stress = 100
}
}
else_if = {
limit = {
has_game_rule = hard_difficulty
}
add_prestige_level = -2
change_variable = {
name = scale_of_oath_failure
multiply = 1.5
}
save_scope_value_as = {
name = failure_opinion_value
value = -40
}
if = {
limit = {
has_trait = ambitious
}
add_stress = 150
}
else = {
add_stress = 75
}
}As written in game/common/scripted_effects/10_ach_effects.txt.
The first 120 of its 207 lines; the rest is in game/common/scripted_effects/10_ach_effects.txt from line 6324.
Where it is used
Every place in common/, events/ and history/ that calls coronation_broken_oath_punishment_effect.
Events (1)
- Broken Oath: …
coronation_events.0150
Source: game/common/scripted_effects/10_ach_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.