CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

execute_opinion_effect

execute_opinion_effect = { EXECUTIONER = … VICTIM = … }

game/common/scripted_effects/00_prison_effects.txt, line 1341 (138 lines). Parameters: $EXECUTIONER$, $VICTIM$.

execute_opinion_effect is a scripted effect in Crusader Kings III, written at line 1341 of its file. A call passes 2 parameters: EXECUTIONER and VICTIM. The game's script calls it in 9 places, among them Exquisite Suffering (event intrigue_dread.4002), Inspiration: Golden Dreams (event fund_inspiration.8011) and Marital Recriminations (event yearly.5053). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
execute_opinion_effect = {
	$VICTIM$ = {
		# Victim's family & spouse hates executioner
		every_close_family_member = {
			limit = { NOT = { this = $EXECUTIONER$ } }
			add_to_temporary_list = victim_family_list
		}
		every_spouse = {
			limit = {
				NOR = {
					this = $EXECUTIONER$
					is_in_list = victim_family_list
				}
			}
			add_to_temporary_list = victim_family_list
		}
		
		if = {
			limit = {
				any_in_list = {
					list = victim_family_list
					count > 0
				}
			}
			if = {
				limit = {
					$EXECUTIONER$ = {
						has_execute_reason = $VICTIM$
					}
				}
				every_in_list = {
					list = victim_family_list
					custom = all_close_family_and_spouses
					add_opinion = {
						target = $EXECUTIONER$
						modifier = executed_close_family
					}
				}
			}
			else = {
				every_in_list = {
					list = victim_family_list
					custom = all_close_family_and_spouses
					add_opinion = {
						target = $EXECUTIONER$
						modifier = executed_close_family_crime
					}
				}
			}
		}

		# Victim's dynasty hates executioner
		if = {
			limit = {
				exists = dynasty
				exists = $EXECUTIONER$.dynasty
				NOT = { dynasty = $EXECUTIONER$.dynasty }
				NOT = {
					$EXECUTIONER$ = {
						has_execute_reason = $VICTIM$
					}
				}
			}
			dynasty = {
				every_dynasty_member = {
					limit = {
						NOR = {
							this = $VICTIM$
							is_in_list = victim_family_list
						}
					}
					custom = all_dynasty_members
					add_to_temporary_list = victim_dynasty_list
					add_opinion = {
						target = $EXECUTIONER$
						modifier = executed_dynasty_member
					}
				}
			}
		}
		
		# Victim's friends and lovers
		every_relation = {
			type = friend
			limit = {
				NOR = {
					this = $VICTIM$
					is_in_list = victim_family_list
					is_in_list = victim_dynasty_list
				}
			}
			add_to_list = victim_close_relations_list
		}
		every_relation = {
			type = lover
			limit = {
				NOR = {
					this = $VICTIM$
					is_in_list = victim_family_list
					is_in_list = victim_dynasty_list
					is_in_list = victim_close_relations_list
				}
			}
			add_to_list = victim_close_relations_list
		}
		if = {
			limit = {
				any_in_list = {
					list = victim_close_relations_list
					always = yes
				}
			}
			every_in_list = {
				list = victim_close_relations_list
				limit = {
					NOT = { this = $EXECUTIONER$ }
				}
				custom = all_friends_and_lovers
				add_opinion = {
					target = $EXECUTIONER$

As written in game/common/scripted_effects/00_prison_effects.txt.

The first 120 of its 138 lines; the rest is in game/common/scripted_effects/00_prison_effects.txt from line 1341.

Where it is used

Every place in common/, events/ and history/ that calls execute_opinion_effect.

Events (7)

1 more

Source: game/common/scripted_effects/00_prison_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?