Scripted effect
blackmail_interaction_effect
blackmail_interaction_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 27 (64 lines). No parameters.
blackmail_interaction_effect is a scripted effect in Crusader Kings III, written at line 27 of its file. It takes no parameters: blackmail_interaction_effect = yes. The game's script calls it in 2 places, among them Blackmail (interaction) and Secrets and Lies (event court.8180). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
scope:puppet_or_actor:If
a check the game hides
Then
blackmail_target_with_secret_effect = { SECRET = scope:target TARGET = scope:recipient }reverse_add_opinion = { modifier = blackmailing_me_opinion target = scope:recipient }
- If has a Administrative Government:
If
scope:target:is_criminal_for = scope:recipient
Then
- Influence +60
Else if
scope:target:is_shunned_for = scope:recipient
Then
- Influence +30
Otherwise
- Influence +10
- Stress and fulfillment impact: by trait: Compassionate +40, Trusting +40, Honest +20, Just +20, Forgiving +20
- scope:target › If promised not to reveal is scope:puppet or actor › scope:recipient: Opinion: Broke Promise
scope:recipient:If
NOT = { has_relation_rival = scope:puppet_or_actor }NOT = { has_relation_potential_rival = scope:puppet_or_actor }
Then
set_relation_potential_rival = scope:puppet_or_actor
• 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 (64 lines of game script)
blackmail_interaction_effect = {
if = {
limit = { NOT = { exists = scope:puppet_or_actor } }
scope:actor = { save_scope_as = puppet_or_actor }
}
scope:puppet_or_actor = {
if = {
limit = { exists = scope:target }
blackmail_target_with_secret_effect = { SECRET = scope:target TARGET = scope:recipient }
reverse_add_opinion = {
modifier = blackmailing_me_opinion
target = scope:recipient
}
}
if = {
limit = { has_government = administrative_government }
if = {
limit = {
scope:target = { is_criminal_for = scope:recipient }
}
change_influence = medium_influence_gain
}
else_if = {
limit = {
scope:target = { is_shunned_for = scope:recipient }
}
change_influence = minor_influence_gain
}
else = { change_influence = miniscule_influence_gain }
}
stress_and_fulfillment_impact = {
compassionate = medium_stress_impact_gain
trusting = medium_stress_impact_gain
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
}
scope:target = {
if = {
limit = {
exists = var:promised_not_to_reveal
var:promised_not_to_reveal = scope:puppet_or_actor
}
scope:recipient = {
add_opinion = {
target = scope:puppet_or_actor
modifier = broke_promise
}
}
}
}
scope:recipient = { #Nudge towards rivalry
if = {
limit = {
NOR = {
has_relation_rival = scope:puppet_or_actor
has_relation_potential_rival = scope:puppet_or_actor
}
}
set_relation_potential_rival = scope:puppet_or_actor
}
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls blackmail_interaction_effect.
Character interactions (1)
Events (1)
- Secrets and Lies
court.8180
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.