Scripted effect
diarch_syphon_treasury_interaction_caught_embezzling_effect
diarch_syphon_treasury_interaction_caught_embezzling_effect = yesgame/common/scripted_effects/00_diarchy_scripted_effects.txt, line 635 (126 lines). No parameters.
diarch_syphon_treasury_interaction_caught_embezzling_effect is a scripted effect in Crusader Kings III, written at line 635 of its file. It takes no parameters: diarch_syphon_treasury_interaction_caught_embezzling_effect = yes. The game's script calls it in 1 place, among them Skim the Coffers (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.
What it does
scope:actor:- If never:
- Else, if never:
- Else, if never:
change_strife_opinion = major_strife_gainscope:recipient:If
Then
progress_towards_rival_effect = { REASON = rival_tried_to_embezzle CHARACTER = scope:actor OPINION = 0 }
- Else, if never:
change_strife_opinion = medium_strife_gainscope:recipient:If
Then
progress_towards_rival_effect = { REASON = rival_tried_to_embezzle CHARACTER = scope:actor OPINION = 0 }
reverse_add_opinion = { target = scope:recipient modifier = embezzled_opinion }
• 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 (120 lines of game script)
diarch_syphon_treasury_interaction_caught_embezzling_effect = {
scope:actor = {
# Variable results depending on embezzlement level.
## Very high.
if = {
limit = { always = scope:diarch_syphon_treasury_sum_huge }
# Apply strife.
change_strife_opinion = monumental_strife_gain
# Negative opinion.
scope:recipient = {
# Greedy characters will not forgive this slight if they can help it.
if = {
limit = {
has_trait = greedy
can_set_relation_nemesis_trigger = { CHARACTER = scope:actor }
}
set_relation_nemesis = {
target = scope:actor
reason = rival_tried_to_embezzle
}
}
# Forgiving characters lose a little less.
else_if = {
limit = { has_trait = forgiving }
add_opinion = {
target = scope:actor
modifier = disappointed_opinion
opinion = -10
}
}
# Otherwise, folks do be mad.
else = {
add_opinion = {
target = scope:actor
modifier = trust_opinion
opinion = -45
}
}
}
}
## High.
else_if = {
limit = { always = scope:diarch_syphon_treasury_sum_large }
# Apply strife.
change_strife_opinion = massive_strife_gain
# Negative opinion.
scope:recipient = {
# Greedy characters will not forgive this slight if they can help it.
if = {
limit = {
has_trait = greedy
can_set_relation_rival_trigger = { CHARACTER = scope:actor }
}
set_relation_rival = {
target = scope:actor
reason = rival_tried_to_embezzle
}
}
# Forgiving characters lose a little less.
else_if = {
limit = { has_trait = forgiving }
add_opinion = {
target = scope:actor
modifier = disappointed_opinion
opinion = -5
}
}
# Otherwise, folks are still somewhat mad.
else = {
add_opinion = {
target = scope:actor
modifier = trust_opinion
opinion = -20
}
}
}
}
## Medium.
else_if = {
limit = { always = scope:diarch_syphon_treasury_sum_medium }
# Apply strife.
change_strife_opinion = major_strife_gain
# Negative opinion.
## Covered by embezzlement.
## Greedy characters do still have a bit more room for hate.
scope:recipient = {
if = {
limit = {
scope:recipient = { has_trait = greedy }
}
progress_towards_rival_effect = {
REASON = rival_tried_to_embezzle
CHARACTER = scope:actor
OPINION = 0
}
}
}
}
## Low.
else_if = {
limit = { always = scope:diarch_syphon_treasury_sum_small }
# Apply strife.
change_strife_opinion = medium_strife_gain
# Negative opinion.
## Covered by embezzlement.
## Greedy characters do still have a bit more room for hate.
scope:recipient = {
if = {
limit = {
scope:recipient = { has_trait = greedy }
}
progress_towards_rival_effect = {
REASON = rival_tried_to_embezzle
CHARACTER = scope:actor
OPINION = 0
}
}
}
}
# Crime opinion.As written in game/common/scripted_effects/00_diarchy_scripted_effects.txt.
The first 120 of its 126 lines; the rest is in game/common/scripted_effects/00_diarchy_scripted_effects.txt from line 635.
Where it is used
Every place in common/, events/ and history/ that calls diarch_syphon_treasury_interaction_caught_embezzling_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.