CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

mulct_vizier_for_cash_effect

mulct_vizier_for_cash_effect = { VIZIER = … }

game/common/scripted_effects/00_diarchy_scripted_effects.txt, line 1263 (163 lines). Parameters: $VIZIER$.

mulct_vizier_for_cash_effect is a scripted effect in Crusader Kings III, written at line 1263 of its file. A call passes 1 parameter: VIZIER. The game's script calls it in 2 places, among them Mulct Vizier (interaction) and vizierate_1001_duel_for_vizierate_effect (local effect). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_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)
mulct_vizier_for_cash_effect = {
	$VIZIER$ = {
		# How much cash are we getting?
		## Miniscule
		if = {
			limit = { scope:mulct_vizier_interaction_minimal = yes }
			if = {
				limit = {
					NOT = { exists = scope:free_mulct }
				}
				update_diarchy_swing_with_perspective_effect = {
					SWING = vizier_mulct_swing_gain_miniscule_value
					LIEGE = $VIZIER$.liege
				}
			}
			hidden_effect = { add_short_term_gold = liege.minor_gold_value }
			pay_short_term_gold = {
				target = $VIZIER$.liege
				gold = liege.minor_gold_value
			}
		}
		## Minor
		else_if = {
			limit = { scope:mulct_vizier_interaction_minor = yes }
			if = {
				limit = {
					NOT = { exists = scope:free_mulct }
				}
				update_diarchy_swing_with_perspective_effect = {
					SWING = vizier_mulct_swing_gain_minor_value
					LIEGE = $VIZIER$.liege
				}
			}
			hidden_effect = { add_short_term_gold = liege.medium_gold_value }
			pay_short_term_gold = {
				target = $VIZIER$.liege
				gold = liege.medium_gold_value
			}
		}
		## Medium
		else_if = {
			limit = { scope:mulct_vizier_interaction_medium = yes }
			if = {
				limit = {
					NOT = { exists = scope:free_mulct }
				}
				update_diarchy_swing_with_perspective_effect = {
					SWING = vizier_mulct_swing_gain_medium_value
					LIEGE = $VIZIER$.liege
				}
			}
			hidden_effect = { add_short_term_gold = liege.major_gold_value }
			pay_short_term_gold = {
				target = $VIZIER$.liege
				gold = liege.major_gold_value
			}
		}
		## Major
		else_if = {
			limit = { scope:mulct_vizier_interaction_major = yes }
			if = {
				limit = {
					NOT = { exists = scope:free_mulct }
				}
				update_diarchy_swing_with_perspective_effect = {
					SWING = vizier_mulct_swing_gain_major_value
					LIEGE = $VIZIER$.liege
				}
			}
			hidden_effect = { add_short_term_gold = liege.massive_gold_value }
			pay_short_term_gold = {
				target = $VIZIER$.liege
				gold = liege.massive_gold_value
			}
		}
		## Massive
		else_if = {
			limit = { scope:mulct_vizier_interaction_massive = yes }
			if = {
				limit = {
					NOT = { exists = scope:free_mulct }
				}
				update_diarchy_swing_with_perspective_effect = {
					SWING = vizier_mulct_swing_gain_massive_value
					LIEGE = $VIZIER$.liege
				}
			}
			hidden_effect = { add_short_term_gold = liege.monumental_gold_value }
			pay_short_term_gold = {
				target = $VIZIER$.liege
				gold = liege.monumental_gold_value
			}
		}
		# Now we pawn everything they have at the relevant level.
		## T1
		if = {
			limit = {
				NOT = { exists = scope:free_mulct }
				scope:mulct_vizier_interaction_minor = yes 
			}
			custom_tooltip = mulct_vizier_interaction.vizier_loses_extravagance_t1_modifiers
			hidden_effect = {
				remove_character_modifier = vizier_extravagance_t1_treasure_modifier
				remove_character_modifier = vizier_extravagance_t1_activities_modifier
				remove_character_modifier = vizier_extravagance_t1_property_modifier
				remove_character_modifier = vizier_extravagance_t1_charity_modifier
			}
		}
		## T2
		else_if = {
			limit = {
				NOT = { exists = scope:free_mulct }
				scope:mulct_vizier_interaction_medium = yes 
			}
			custom_tooltip = mulct_vizier_interaction.vizier_loses_extravagance_t2_modifiers
			hidden_effect = {
				remove_character_modifier = vizier_extravagance_t2_treasure_modifier
				remove_character_modifier = vizier_extravagance_t2_activities_modifier
				remove_character_modifier = vizier_extravagance_t2_property_modifier
				remove_character_modifier = vizier_extravagance_t2_charity_modifier

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

The first 120 of its 163 lines; the rest is in game/common/scripted_effects/00_diarchy_scripted_effects.txt from line 1263.

Where it is used

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

Character interactions (1)

Scripted effects inside an event file (1)

  • vizierate_1001_duel_for_vizierate_effect

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.

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