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

overthrow_regent_scheme_interaction_actor_stress_effect

overthrow_regent_scheme_interaction_actor_stress_effect = yes

game/common/scripted_effects/00_diarchy_scripted_effects.txt, line 1123 (61 lines). No parameters.

overthrow_regent_scheme_interaction_actor_stress_effect is a scripted effect in Crusader Kings III, written at line 1123 of its file. It takes no parameters: overthrow_regent_scheme_interaction_actor_stress_effect = yes. The game's script calls it in 1 place, among them Overthrow Regent (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

  • If

    • scope:recipient: Loyalty at least 75

    Then

    • Stress and fulfillment impact: by trait: Honest +40, Compassionate +80, Just +80, Loyal +80
    • If has the Trait: Loyal: Loyal: … is a good servant to … and should stay

    Else if

    • scope:recipient: Loyalty at most 25

    Then

    • Stress and fulfillment impact: by trait: Loyal -65, Honest -30, Compassionate -65, Just -65
    • If has the Trait: Loyal: Loyal:… is a scoundrel and must be removed for the good of the realm

    Else if

    • scope:recipient: Loyalty at least 75

    Then

    • Stress and fulfillment impact: by trait: Disloyal -65, Honest -30, Compassionate -65, Just -65
    • If has the Trait: Disloyal: Disloyal: … is a sycophant and has to go

    Otherwise

    • Stress and fulfillment impact: by trait: Honest +40, Compassionate +80, Just +80

• 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 (61 lines of game script)
overthrow_regent_scheme_interaction_actor_stress_effect = {
	# Loyal stress.
	## Gain stress if current diarch is loyal.
	if = {
		limit = {
			scope:recipient = { diarch_loyalty >= diarch_loyalty_visibly_loyal_threshold }
		}
		stress_and_fulfillment_impact = {
			honest = medium_stress_impact_gain
			compassionate = major_stress_impact_gain
			just = major_stress_impact_gain
			loyal = major_stress_impact_gain
		}
		if = {
			limit = { has_trait = loyal }
			custom_tooltip = overthrow_regent_scheme_interaction_actor_stress_effect.tt.loyal.remove_loyal
		}
	}
	## Lose stress if current diarch is disloyal.
	else_if = {
		limit = {
			scope:recipient = { diarch_loyalty <= diarch_loyalty_visibly_disloyal_threshold }
		}
		stress_and_fulfillment_impact = {
			loyal = major_stress_impact_loss
			honest = medium_stress_impact_loss
			compassionate = major_stress_impact_loss
			just = major_stress_impact_loss
		}
		if = {
			limit = { has_trait = loyal }
			custom_tooltip = overthrow_regent_scheme_interaction_actor_stress_effect.tt.loyal.remove_disloyal
		}
	}
	# Disloyal stress.
	## Disloyals don't care if they unseat another disloyal character enough to stress about it, even if they're a bit less likely to do it.
	## Lose stress if current diarch is loyal.
	else_if = {
		limit = {
			scope:recipient = { diarch_loyalty >= diarch_loyalty_visibly_loyal_threshold }
		}
		stress_and_fulfillment_impact = {
			disloyal = major_stress_impact_loss
			honest = medium_stress_impact_loss
			compassionate = major_stress_impact_loss
			just = major_stress_impact_loss
		}
		if = {
			limit = { has_trait = disloyal }
			custom_tooltip = overthrow_regent_scheme_interaction_actor_stress_effect.tt.disloyal.remove_loyal
		}
	}
	# Else, standard.
	else = {
		stress_and_fulfillment_impact = {
			honest = medium_stress_impact_gain
			compassionate = major_stress_impact_gain
			just = major_stress_impact_gain
		}
	}
}

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 overthrow_regent_scheme_interaction_actor_stress_effect.

Character interactions (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.

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