CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

ep3_story_cycle_admin_eunuch_downgrade_modifier_effect

ep3_story_cycle_admin_eunuch_downgrade_modifier_effect = { TYPE = … }

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 7662 (78 lines). Parameters: $TYPE$.

ep3_story_cycle_admin_eunuch_downgrade_modifier_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 7662 of its file. A call passes 1 parameter: TYPE. The game's script calls it in 1 place, among them ep3_story_cycle_admin_eunuch_downgrade_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • Depending on has character modifier:
    • When has character modifier is admin eunuch $TYPE$ 1 modifier:
      • If

        • scope:modifier_type = flag:eunuch

        Then

        Otherwise

        • Influence -60
    • When has character modifier is admin eunuch $TYPE$ 2 modifier:
      • Gains the modifier “admin eunuch $TYPE$ 1 modifier”
      • If

        • scope:modifier_type = flag:liege

        Then

        • Influence -10
    • When has character modifier is admin eunuch $TYPE$ 3 modifier:
      • Gains the modifier “admin eunuch $TYPE$ 2 modifier”
      • If

        • scope:modifier_type = flag:liege

        Then

        • Influence -10
    • When has character modifier is admin eunuch $TYPE$ 4 modifier:
      • Gains the modifier “admin eunuch $TYPE$ 3 modifier”
      • If

        • scope:modifier_type = flag:liege

        Then

        • Influence -30
    • When has character modifier is admin eunuch $TYPE$ 5 modifier:
      • Gains the modifier “admin eunuch $TYPE$ 4 modifier”
      • If

        • scope:modifier_type = flag:liege

        Then

        • Influence -30
    • When has character modifier is admin eunuch $TYPE$ 6 modifier:
      • Gains the modifier “admin eunuch $TYPE$ 5 modifier”
      • If

        • scope:modifier_type = flag:liege

        Then

        • Influence -60
    • When has character modifier is admin eunuch $TYPE$ 7 modifier:
      • Gains the modifier “admin eunuch $TYPE$ 6 modifier”
      • If

        • scope:modifier_type = flag:liege

        Then

        • Influence -60
    • When has character modifier is admin eunuch $TYPE$ 8 modifier:
      • Gains the modifier “admin eunuch $TYPE$ 7 modifier”
      • If

        • scope:modifier_type = flag:liege

        Then

        • Influence -100
    • In any other case: Gains the modifier “admin eunuch $TYPE$ 3 modifier”

• 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)
ep3_story_cycle_admin_eunuch_downgrade_modifier_effect = {
	top_liege = { save_scope_as = top_liege }
	save_scope_value_as = {
		name = modifier_type
		value = flag:$TYPE$
	}
	switch = {
		trigger = has_character_modifier
		admin_eunuch_$TYPE$_1_modifier = {
			if = {
				limit = { scope:modifier_type = flag:eunuch }
				progress_towards_rival_effect = {
					REASON = rival_admin_eunuch
					CHARACTER = scope:top_liege
					OPINION = default_rival_opinion
				}
			}
			else = { change_influence = medium_influence_loss }
		}
		admin_eunuch_$TYPE$_2_modifier = {
			hidden_effect = { remove_character_modifier = admin_eunuch_$TYPE$_2_modifier }
			add_character_modifier = admin_eunuch_$TYPE$_1_modifier
			if = { # Harder to say no the further you go
				limit = { scope:modifier_type = flag:liege }
				change_influence = miniscule_influence_loss
			}
		}
		admin_eunuch_$TYPE$_3_modifier = {
			hidden_effect = { remove_character_modifier = admin_eunuch_$TYPE$_3_modifier }
			add_character_modifier = admin_eunuch_$TYPE$_2_modifier
			if = { # Harder to say no the further you go
				limit = { scope:modifier_type = flag:liege }
				change_influence = miniscule_influence_loss
			}
		}
		admin_eunuch_$TYPE$_4_modifier = {
			hidden_effect = { remove_character_modifier = admin_eunuch_$TYPE$_4_modifier }
			add_character_modifier = admin_eunuch_$TYPE$_3_modifier
			if = { # Harder to say no the further you go
				limit = { scope:modifier_type = flag:liege }
				change_influence = minor_influence_loss
			}
		}
		admin_eunuch_$TYPE$_5_modifier = {
			hidden_effect = { remove_character_modifier = admin_eunuch_$TYPE$_5_modifier }
			add_character_modifier = admin_eunuch_$TYPE$_4_modifier
			if = { # Harder to say no the further you go
				limit = { scope:modifier_type = flag:liege }
				change_influence = minor_influence_loss
			}
		}
		admin_eunuch_$TYPE$_6_modifier = {
			hidden_effect = { remove_character_modifier = admin_eunuch_$TYPE$_6_modifier }
			add_character_modifier = admin_eunuch_$TYPE$_5_modifier
			if = { # Harder to say no the further you go
				limit = { scope:modifier_type = flag:liege }
				change_influence = medium_influence_loss
			}
		}
		admin_eunuch_$TYPE$_7_modifier = {
			hidden_effect = { remove_character_modifier = admin_eunuch_$TYPE$_7_modifier }
			add_character_modifier = admin_eunuch_$TYPE$_6_modifier
			if = { # Harder to say no the further you go
				limit = { scope:modifier_type = flag:liege }
				change_influence = medium_influence_loss
			}
		}
		admin_eunuch_$TYPE$_8_modifier = {
			hidden_effect = { remove_character_modifier = admin_eunuch_$TYPE$_8_modifier }
			add_character_modifier = admin_eunuch_$TYPE$_7_modifier
			if = { # Harder to say no the further you go
				limit = { scope:modifier_type = flag:liege }
				change_influence = major_influence_loss
			}
		}
		fallback = { add_character_modifier = admin_eunuch_$TYPE$_3_modifier }
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls ep3_story_cycle_admin_eunuch_downgrade_modifier_effect.

Scripted effects inside an event file (1)

  • ep3_story_cycle_admin_eunuch_downgrade_effect

Source: game/common/scripted_effects/07_dlc_ep3_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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