Scripted effect · Roads to Power files
damage_governor_efficiency_success_effect
damage_governor_efficiency_success_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 10690 (55 lines). No parameters.
damage_governor_efficiency_success_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 10690 of its file. It takes no parameters: damage_governor_efficiency_success_effect = yes. The game's script calls it in 2 places, among them Undermine Governance (interaction) and damage_governor_efficiency_duel_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
scope:recipient:- If has the Modifier: Bolstered Governance: Loses “Bolstered Governance”
- Otherwise: Gains the modifier “Undermined Governance” for 10 years
- If played by the AI: Opinion: Undermined My Governance
• 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 (55 lines of game script)
damage_governor_efficiency_success_effect = {
scope:recipient ?= {
send_interface_toast = {
type = event_toast_effect_bad
title = damage_efficiency_success_desc
left_icon = scope:actor
if = {
limit = { has_character_modifier = ep3_boost_efficiency_modifier }
remove_character_modifier = ep3_boost_efficiency_modifier
if = {
limit = { var:ep3_governor_efficiency_stack = 1 }
remove_variable = ep3_governor_efficiency_stack
}
else = {
change_variable = {
name = ep3_governor_efficiency_stack
add = -1
}
}
}
else = {
add_character_modifier = {
modifier = ep3_damage_efficiency_modifier
years = 10
}
if = {
limit = { has_variable = ep3_governor_efficiency_stack }
set_variable = {
name = ep3_governor_efficiency_stack
value = {
value = scope:recipient.var:ep3_governor_efficiency_stack
add = 1
max = 5
}
years = 10
}
}
else = {
set_variable = {
name = ep3_governor_efficiency_stack
value = 1
years = 10
}
}
}
if = {
limit = { is_ai = yes }
add_opinion = {
target = scope:actor
modifier = damaged_efficiency_opinion
}
}
}
}
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls damage_governor_efficiency_success_effect.
Character interactions (1)
Scripted effects (1)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.