Scripted effect
diarch_swing_scales_guts_effect
diarch_swing_scales_guts_effect = yesgame/common/scripted_effects/00_diarchy_scripted_effects.txt, line 981 (141 lines). No parameters.
diarch_swing_scales_guts_effect is a scripted effect in Crusader Kings III, written at line 981 of its file. It takes no parameters: diarch_swing_scales_guts_effect = yes. The game's script calls it in 2 places, among them diarch_swing_scales_currency_interaction (interaction) and Swing the Scales of Power (interaction). Its body carries 3 texts 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
- Depending on yes:
- When yes is scope:swing influence:
change_influence = { … }
- When yes is scope:swing movement power: Personal Movement Power: … (+20/year)
- When yes is scope:swing prestige:
add_prestige = { … }
- When yes is scope:swing piety:
add_piety = { … }
- When yes is scope:swing gold:
pay_short_term_gold = { target = scope:recipient gold = scope:swing_gold_value }
- When yes is scope:swing hook:
use_hook = scope:recipient
- When yes is scope:swing hof:
add_piety = { value = swing_scales_piety_cost_value multiply = -1 }pay_short_term_gold = { target = scope:actor.faith.religious_head gold = swing_scales_cash_cost_value }
- When yes is scope:swing influence:
If
scope:actor:is_diarch_of_target = scope:recipient
One of these
scope:swing_influence = yesor
scope:swing_prestige = yesor
scope:swing_piety = yesor
scope:swing_gold = yes
- scope:recipient: Has Legitimacy
Then
Otherwise
- Cost increased by … high Legitimacy (…)
• 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 (120 lines of game script)
diarch_swing_scales_guts_effect = {
# Influence.
switch = {
trigger = yes
scope:swing_influence = {
show_as_tooltip = {
change_influence = {
value = swing_scales_influence_cost_value
# LEGITIMACY OF RULER AFFECTS COSTS FOR REGENTS
multiply = legitimacy_regent_swing_scale_multipler_value
multiply = -1
round = yes
}
}
}
# Movement Power.
scope:swing_movement_power = {
custom_tooltip = {
text = swing_scales_decrease_movement_power
if = {
limit = {
exists = var:movement_power_decreased_diarchy
}
set_variable = {
name = movement_power_decreased_diarchy
value = {
value = var:movement_power_decreased_diarchy
add = {
value = movement_power_decreased_diarchy_value
multiply = legitimacy_regent_swing_scale_multipler_value
}
}
}
}
else = {
set_variable = {
name = movement_power_decreased_diarchy
value = {
value = movement_power_decreased_diarchy_value
multiply = legitimacy_regent_swing_scale_multipler_value
}
}
}
#force the update of variables to immediately show changes
update_character_movement_power_effect = yes
top_participant_group:dynastic_cycle ?= {
update_movement_power_effect = yes
}
}
}
# Prestige.
scope:swing_prestige = {
show_as_tooltip = {
add_prestige = {
value = swing_scales_prestige_cost_value
# LEGITIMACY OF RULER AFFECTS COSTS FOR REGENTS
multiply = legitimacy_regent_swing_scale_multipler_value
multiply = -1
round = yes
}
}
}
# Piety.
scope:swing_piety = {
show_as_tooltip = {
add_piety = {
value = swing_scales_piety_cost_value
# LEGITIMACY OF RULER AFFECTS COSTS FOR REGENTS
multiply = legitimacy_regent_swing_scale_multipler_value
multiply = -1
round = yes
}
}
}
# Cash.
scope:swing_gold = {
save_scope_value_as = {
name = swing_gold_value
value = {
value = swing_scales_cash_cost_value
# LEGITIMACY OF RULER AFFECTS COSTS FOR REGENTS
multiply = legitimacy_regent_swing_scale_multipler_value
round = yes
}
}
show_as_tooltip = {
pay_short_term_gold = {
target = scope:recipient
gold = scope:swing_gold_value
}
}
# Scope:actor actually loses their gold when paying the admission price for the interaction, so we silently give scope:recipient gold from nowhere instead.
hidden_effect = {
scope:recipient = { add_gold = scope:swing_gold_value }
}
}
# Hook.
scope:swing_hook = {
use_hook = scope:recipient
}
# HoF.
scope:swing_hof = {
show_as_tooltip = {
add_piety = {
value = swing_scales_piety_cost_value
multiply = -1
}
pay_short_term_gold = {
target = scope:actor.faith.religious_head
gold = swing_scales_cash_cost_value
}
}
# The HoF doesn't need *another* source of cash unless they're fairly minor, so we only actually pay this if they're already very low on cash.
hidden_effect = {
scope:actor.faith.religious_head = {
if = {
limit = { gold <= 1000 }
add_gold = scope:actor.swing_scales_cash_cost_value
}
}As written in game/common/scripted_effects/00_diarchy_scripted_effects.txt.
The first 120 of its 141 lines; the rest is in game/common/scripted_effects/00_diarchy_scripted_effects.txt from line 981.
Where it is used
Every place in common/, events/ and history/ that calls diarch_swing_scales_guts_effect.
Character interactions (2)
- diarch_swing_scales_currency_interaction
- Swing the Scales of Power
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.