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
progress_towards_rival_effect = { REASON = rival_admin_eunuch CHARACTER = scope:top_liege OPINION = default_rival_opinion }
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”
- When has character modifier is admin eunuch $TYPE$ 1 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.