Scripted effect
extort_subjects_effect
extort_subjects_effect = yesgame/common/scripted_effects/00_stewardship_perk_effects.txt, line 6 (110 lines). No parameters.
extort_subjects_effect is a scripted effect in Crusader Kings III, written at line 6 of its file. It takes no parameters: extort_subjects_effect = yes. The game's script calls it in 1 place, among them subject_extortion.9999 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_stewardship_perk_effects.txt.
What it does
- 1 of 5 things will happen:
- 29%: Event subject_extortion.0001
- 14%: Event subject_extortion.0002
- 29%: Event subject_extortion.0003
- 14%: Event subject_extortion.0004
- 14%: Event subject_extortion.0005
• 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 (110 lines of game script)
extort_subjects_effect = {
random_list = {
10 = { # A Powerful Vassal
trigger = {
any_powerful_vassal = {
extortion_powerful_vassal_trigger = yes
}
}
save_temporary_scope_value_as = {
name = found_suitable_target
value = yes
}
random_powerful_vassal = {
limit = {
extortion_powerful_vassal_trigger = yes
}
save_scope_as = extortion_target
}
trigger_event = subject_extortion.0001
}
5 = { # A County
trigger = {
is_ai = no # So that this doesn't wreak havoc in the player's realm
any_held_title = {
extortion_county_trigger = yes
}
}
save_temporary_scope_value_as = {
name = found_suitable_target
value = yes
}
random_held_title = {
limit = {
extortion_county_trigger = yes
}
save_scope_as = extortion_target
}
trigger_event = subject_extortion.0002
}
10 = { # Theocratic Vassals
trigger = {
NOR = { has_character_flag = recently_extorted_theocratic_vassals }
any_vassal = {
extortion_theocratic_vassal_trigger = yes
}
}
save_temporary_scope_value_as = {
name = found_suitable_target
value = yes
}
random_vassal = {
limit = {
extortion_theocratic_vassal_trigger = yes
}
save_scope_as = extortion_target
}
trigger_event = subject_extortion.0003
}
5 = { # Vassals at Large
trigger = {
NOT = { has_character_flag = recently_extorted_vassals_at_large }
any_vassal = {
extortion_vassal_at_large_trigger = yes
}
}
save_temporary_scope_value_as = {
name = found_suitable_target
value = yes
}
random_vassal = {
limit = {
is_powerful_vassal = no
extortion_vassal_at_large_trigger = yes
}
alternative_limit = {
extortion_vassal_at_large_trigger = yes
}
save_scope_as = extortion_target
}
trigger_event = subject_extortion.0004
}
5 = { # Courtiers
trigger = {
NOT = { has_character_flag = recently_extorted_courtiers }
any_courtier = {
extortion_courtier_representative_trigger = yes
}
}
save_temporary_scope_value_as = {
name = found_suitable_target
value = yes
}
random_courtier = {
limit = {
extortion_courtier_representative_trigger = yes
}
save_scope_as = extortion_target
}
trigger_event = subject_extortion.0005
}
}
# Fallback in case no-one could be found
if = {
limit = {
NOT = { exists = scope:found_suitable_target }
}
trigger_event = subject_extortion.9998
}
}As written in game/common/scripted_effects/00_stewardship_perk_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls extort_subjects_effect.
Events (1)
Source: game/common/scripted_effects/00_stewardship_perk_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.