Scripted effect
diarch_shift_privileges_interaction_success_apply_modifiers_vague_effect
diarch_shift_privileges_interaction_success_apply_modifiers_vague_effect = yesgame/common/scripted_effects/00_diarchy_scripted_effects.txt, line 762 (6 lines). No parameters.
diarch_shift_privileges_interaction_success_apply_modifiers_vague_effect is a scripted effect in Crusader Kings III, written at line 762 of its file. It takes no parameters: diarch_shift_privileges_interaction_success_apply_modifiers_vague_effect = yes. The game's script calls it in 1 place, among them diarch_shift_privileges_interaction_apply_success_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.
What it does
- scope:recipient: A random Domain County of … gains a powerful negative County Modifier for 8 years
• 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 (6 lines of game script)
diarch_shift_privileges_interaction_success_apply_modifiers_vague_effect = {
scope:recipient = {
# We obfuscate at this stage for neater UX.
custom_tooltip = diarch_shift_privileges_interaction.tt.success.random_negative_effect
}
}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_vague_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.