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

diarch_shift_privileges_interaction_success_apply_modifiers_actual_effect

diarch_shift_privileges_interaction_success_apply_modifiers_actual_effect = yes

game/common/scripted_effects/00_diarchy_scripted_effects.txt, line 769 (79 lines). No parameters.

diarch_shift_privileges_interaction_success_apply_modifiers_actual_effect is a scripted effect in Crusader Kings III, written at line 769 of its file. It takes no parameters: diarch_shift_privileges_interaction_success_apply_modifiers_actual_effect = yes. The game's script calls it in 1 place, among them diarch_shift_privileges_interaction_apply_success_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.

What it does

• 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 (79 lines of game script)
diarch_shift_privileges_interaction_success_apply_modifiers_actual_effect = {
	# Add a randomised negative modifier.
	random_list = {
		# Target cash.
		100 = {
			ordered_held_title = {
				title_tier = county
				limit = {
					diarch_shift_privileges_valid_target_title_trigger = yes
				}
				order_by = {
					value = title_province.monthly_income
					# Weight down the capital to be the last selected, if we can.
					if = {
						limit = { this = scope:recipient.capital_county }
						add = -1000
					}
				}
				add_county_modifier = {
					modifier = shift_privileges_monopolies_sold_modifier
					years = shift_privileges_modifier_duration_value
				}
				change_county_control = medium_county_control_loss
			}
		}
		# Target levies.
		100 = {
			ordered_held_title = {
				title_tier = county
				limit = {
					diarch_shift_privileges_valid_target_title_trigger = yes
				}
				order_by = {
					value = building_levies
					# Weight down the capital to be the last selected, if we can.
					if = {
						limit = { this = scope:recipient.capital_county }
						add = -1000
					}
				}
				add_county_modifier = {
					modifier = shift_privileges_scutage_exemptions_modifier
					years = shift_privileges_modifier_duration_value
				}
				change_county_control = medium_county_control_loss
			}
		}
		# Target development growth.
		100 = {
			ordered_held_title = {
				title_tier = county
				limit = {
					diarch_shift_privileges_valid_target_title_trigger = yes
				}
				order_by = {
					value = development_rate
					# Weight down the capital to be the last selected, if we can.
					if = {
						limit = { this = scope:recipient.capital_county }
						add = -1000
					}
				}
				add_county_modifier = {
					modifier = shift_privileges_conflicting_deeds_modifier
					years = shift_privileges_modifier_duration_value
				}
				change_county_control = medium_county_control_loss
			}
		}
	}
	# Object explorer logging.
	scope:actor = {
		diarch_interaction_set_or_update_global_variable_effect = { VARIABLE = di_track_shiftpriv_success }
		diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_shiftpriv_success_actor_list }
	}
	scope:recipient = {
		diarch_interaction_add_to_global_list_effect = { VARIABLE_LIST = di_track_shiftpriv_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_shift_privileges_interaction_success_apply_modifiers_actual_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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