Scripted effect
diarch_legal_meddling_interaction_fail_effect
diarch_legal_meddling_interaction_fail_effect = yesgame/common/scripted_effects/00_diarchy_scripted_effects.txt, line 453 (48 lines). No parameters.
diarch_legal_meddling_interaction_fail_effect is a scripted effect in Crusader Kings III, written at line 453 of its file. It takes no parameters: diarch_legal_meddling_interaction_fail_effect = yes. The game's script calls it in 1 place, among them diarch_legal_meddling_interaction_apply_fail_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.
What it does
scope:actor:- Gains 20 Stress
If
a check the game hides
Then
If
scope:target.tier = tier_county
Then
reverse_add_opinion = { target = scope:recipient modifier = respect_opinion opinion = -10 }
Else if
scope:target.tier = tier_duchy
Then
reverse_add_opinion = { target = scope:recipient modifier = annoyed_opinion opinion = -20 }
Else if
scope:target.tier = tier_kingdom
Then
reverse_add_opinion = { target = scope:recipient modifier = angry_opinion opinion = -30 }
scope:actor:diarch_interaction_set_or_update_global_variable_effect = { VARIABLE = di_track_legmed_failure }diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_legmed_failure_actor_list }
scope:recipient:diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_legmed_failure_recipient_list }
• 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 (48 lines of game script)
diarch_legal_meddling_interaction_fail_effect = {
scope:actor = {
# Gain some stress.
add_stress = minor_stress_gain
# We nest this so that scope:recipient doesn't have to see their own opinion effects.
if = {
limit = {
this != scope:recipient
}
# Add some opinion loss.
## Counties are worrying.
if = {
limit = { scope:target.tier = tier_county }
reverse_add_opinion = {
target = scope:recipient
modifier = respect_opinion
opinion = -10
}
}
## Duchies are troublesome.
else_if = {
limit = { scope:target.tier = tier_duchy }
reverse_add_opinion = {
target = scope:recipient
modifier = annoyed_opinion
opinion = -20
}
}
## Kingdoms are hateful.
else_if = {
limit = { scope:target.tier = tier_kingdom }
reverse_add_opinion = {
target = scope:recipient
modifier = angry_opinion
opinion = -30
}
}
}
}
# Object explorer logging.
scope:actor = {
diarch_interaction_set_or_update_global_variable_effect = { VARIABLE = di_track_legmed_failure }
diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_legmed_failure_actor_list }
}
scope:recipient = {
diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_legmed_failure_recipient_list }
}
}As written in game/common/scripted_effects/00_diarchy_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls diarch_legal_meddling_interaction_fail_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_diarchy_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.