Scripted effect
diarch_overwrites_old_designated_heir_apply_opinions_effect
diarch_overwrites_old_designated_heir_apply_opinions_effect = { CO_RULER = … LIEGE = … }game/common/scripted_effects/00_diarchy_scripted_effects.txt, line 2410 (78 lines). Parameters: $CO_RULER$, $LIEGE$.
diarch_overwrites_old_designated_heir_apply_opinions_effect is a scripted effect in Crusader Kings III, written at line 2410 of its file. A call passes 2 parameters: CO_RULER and LIEGE. The game's script calls it in 4 places, among them Declare me Co-Emperor (interaction), Elevate Child as Nominal Co-Emperor (interaction) and Elevate Co-Emperor (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.
What it does
scope:old_heir:If
Then
- Opinion: Disappointed (-20)
If a check the game hides passes: the same again (1 line)
- Opinion: Insulted (-30)
Otherwise
- Opinion: Insulted (-30)
Otherwise
- Opinion: Betrayal (-50)
If a check the game hides passes: the same again (1 line)
- Opinion: Hatred (-75)
Otherwise
- Opinion: Hatred (-75)
• 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 (78 lines of game script)
diarch_overwrites_old_designated_heir_apply_opinions_effect = {
scope:old_heir ?= {
# Humble or content characters accept this for what it is.
if = {
limit = {
OR = {
AND = {
has_trait = humble
# ... cancelled out by...
NOT = { has_trait = ambitious }
}
AND = {
has_trait = content
# ... cancelled out by...
NOT = { has_trait = arrogant }
}
}
}
# Annoyance with you.
add_opinion = {
target = $LIEGE$
modifier = disappointed_opinion
opinion = -20
}
# Annoyance with the new co-ruler.
## Vs. player.
if = {
limit = {
# Rationale for this heinous crime at the top of this block.
NOT = { exists = scope:ai_recipient }
}
add_opinion = {
target = $CO_RULER$
modifier = insult_opinion
opinion = -30
}
}
## Vs. AI.
else = {
add_opinion = {
target = scope:ai_recipient
modifier = insult_opinion
opinion = -30
}
}
}
# Everyone else is outraged.
else = {
# Annoyance with you.
add_opinion = {
target = $LIEGE$
modifier = betrayal_opinion
opinion = -50
}
# Annoyance with the new co-ruler.
## Vs. player.
if = {
limit = {
# Rationale for this heinous crime at the top of this block.
NOT = { exists = scope:ai_recipient }
}
add_opinion = {
target = $CO_RULER$
modifier = hate_opinion
opinion = -75
}
}
## Vs. AI.
else = {
add_opinion = {
target = scope:ai_recipient
modifier = hate_opinion
opinion = -75
}
}
}
}
}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_overwrites_old_designated_heir_apply_opinions_effect.
Character interactions (4)
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.