Scripted effect
blind_castrate_and_disfigure_effect
blind_castrate_and_disfigure_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 487 (68 lines). No parameters.
blind_castrate_and_disfigure_effect is a scripted effect in Crusader Kings III, written at line 487 of its file. It takes no parameters: blind_castrate_and_disfigure_effect = yes. The game's script calls it in 7 places, among them Blind (interaction), Castrate Prisoner (interaction) and Negotiate Release (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
scope:puppet_or_actor:If
has_relation_rival = scope:recipient
Then
Otherwise
- Stress and fulfillment impact: by trait: Sadistic -15, Compassionate +100, Craven +80, Just +40, Forgiving +40, Generous +40, Trusting +20, Gregarious +20, Calm +20, Content +20, Honest +20
If
One of these
is_spouse_of = scope:recipientor
is_close_family_of = scope:recipientor
scope:recipient:tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom }
Then
- Dread +30
Else if
One of these
scope:recipient:tier_or_related_liege_tier_equal_trigger = { TIER = tier_duchy }
or
scope:recipient:tier_or_related_liege_tier_equal_trigger = { TIER = tier_county }
Then
- Dread +20
Otherwise
- Dread +10
• 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 (68 lines of game script)
blind_castrate_and_disfigure_effect = {
###STRESS##
scope:puppet_or_actor = {
if = {
limit = { has_relation_rival = scope:recipient }
if = {
limit = {
NOR = {
has_trait = sadistic #Extra stress
has_trait = vengeful #Extra stress
has_trait = compassionate #Lessened impact
has_trait = forgiving #Lessened impact
}
}
add_stress = medium_stress_loss
}
else = {
stress_and_fulfillment_impact = {
sadistic = major_stress_impact_loss
vengeful = major_stress_impact_loss
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
}
}
#Regular stress
else = {
stress_and_fulfillment_impact = {
sadistic = minor_stress_impact_loss
compassionate = massive_stress_impact_gain
craven = major_stress_impact_gain
just = medium_stress_impact_gain
forgiving = medium_stress_impact_gain
generous = medium_stress_impact_gain
trusting = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
calm = minor_stress_impact_gain
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
}
}
###DREAD###
if = {
limit = {
OR = {
is_spouse_of = scope:recipient
is_close_family_of = scope:recipient
scope:recipient = { tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom } } #Kingdom & empire
}
}
add_dread = major_dread_gain
}
else_if = {
limit = {
OR = {
scope:recipient = { tier_or_related_liege_tier_equal_trigger = { TIER = tier_duchy } }
scope:recipient = { tier_or_related_liege_tier_equal_trigger = { TIER = tier_county } }
}
}
add_dread = medium_dread_gain
}
else = {
add_dread = minor_dread_gain
}
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls blind_castrate_and_disfigure_effect.
Character interactions (4)
Events (3)
- Grand Ambitions: The Fate of the Fallen
grand_ambitions.0002 - Grand Ambitions: The Fate of the Fallen
grand_ambitions.0202 - Triumph: The Prisoners' Parade
ep3_decisions_event.0004
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.