Scripted effect
overthrow_regent_scheme_interaction_actor_stress_effect
overthrow_regent_scheme_interaction_actor_stress_effect = yesgame/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
Else if
- scope:recipient: Loyalty at most 25
Then
Else if
- scope:recipient: Loyalty at least 75
Then
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.