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

diarch_legal_meddling_interaction_success_effect

diarch_legal_meddling_interaction_success_effect = yes

game/common/scripted_effects/00_diarchy_scripted_effects.txt, line 401 (51 lines). No parameters.

diarch_legal_meddling_interaction_success_effect is a scripted effect in Crusader Kings III, written at line 401 of its file. It takes no parameters: diarch_legal_meddling_interaction_success_effect = yes. The game's script calls it in 1 place, among them diarch_legal_meddling_interaction_apply_success_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.

What it does

  • scope:actor:
    • add_unpressed_claim = scope:target
    • If

      a check the game hides

      Then

      • If

        • scope:target.tier = tier_county

        Then

        • reverse_add_opinion = { target = scope:recipient modifier = annoyed_opinion opinion = -20 }
        • change_strife_opinion = minor_strife_gain

        Else if

        • scope:target.tier = tier_duchy

        Then

        • reverse_add_opinion = { target = scope:recipient modifier = angry_opinion opinion = -40 }
        • change_strife_opinion = medium_strife_gain

        Else if

        • scope:target.tier = tier_kingdom

        Then

        • reverse_add_opinion = { target = scope:recipient modifier = hate_opinion opinion = -60 }
        • change_strife_opinion = major_strife_gain
  • scope:actor:
  • scope:recipient:

• 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 (51 lines of game script)
diarch_legal_meddling_interaction_success_effect = {
	scope:actor = {
		# Nab the claim.
		add_unpressed_claim = scope:target
		# 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 = annoyed_opinion
					opinion = -20
				}
				change_strife_opinion = minor_strife_gain
			}
			## Duchies are troublesome.
			else_if = {
				limit = { scope:target.tier = tier_duchy }
				reverse_add_opinion = {
					target = scope:recipient
					modifier = angry_opinion
					opinion = -40
				}
				change_strife_opinion = medium_strife_gain
			}
			## Kingdoms are hateful.
			else_if = {
				limit = { scope:target.tier = tier_kingdom }
				reverse_add_opinion = {
					target = scope:recipient
					modifier = hate_opinion
					opinion = -60
				}
				change_strife_opinion = major_strife_gain
			}
		}
	}
	# Object explorer logging.
	scope:actor = {
		diarch_interaction_set_or_update_global_variable_effect = { VARIABLE = di_track_legmed_success }
		diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_legmed_success_actor_list }
	}
	scope:recipient = {
		diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_legmed_success_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_success_effect.

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.

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