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

mulct_vizier_for_cash_opinion_reaction_effect

mulct_vizier_for_cash_opinion_reaction_effect = { MULT = … }

game/common/scripted_effects/00_diarchy_scripted_effects.txt, line 1427 (96 lines). Parameters: $MULT$.

mulct_vizier_for_cash_opinion_reaction_effect is a scripted effect in Crusader Kings III, written at line 1427 of its file. A call passes 1 parameter: MULT. The game's script calls it in 1 place, among them Mulct Vizier (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.

What it does

  • If has the Trait: Greedy: Opinion: Goldlust
  • Else, if all of these hold:
  • Else, if all of these hold:
  • Else, if all of these hold:
  • Otherwise: Opinion: Took My Coin

• 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 (96 lines of game script)
mulct_vizier_for_cash_opinion_reaction_effect = {
	# Greedy viziers hate this.
	if = {
		limit = { has_trait = greedy }
		save_scope_value_as = {
			name = opinion_val
			value = {
				value = -15
				multiply = $MULT$
			}
		}
		add_opinion = {
			modifier = goldlust_opinion
			target = scope:actor
			opinion = scope:opinion_val
		}
	}
	# Generous & most profligate viziers are sorta _eh_ about it.
	else_if = {
		limit = {
			OR = {
				has_trait = generous
				has_trait = profligate
			}
		}
		save_scope_value_as = {
			name = opinion_val
			value = {
				value = -5
				multiply = $MULT$
			}
		}
		add_opinion = {
			modifier = resigned_opinion
			target = scope:actor
			opinion = scope:opinion_val
		}
	}
	# Loyal viziers consider it their duty & forgiving viziers accept it.
	else_if = {
		limit = {
			OR = {
				has_trait = loyal
				has_trait = forgiving
			}
		}
		save_scope_value_as = {
			name = opinion_val
			value = {
				value = -7
				multiply = $MULT$
			}
		}
		add_opinion = {
			modifier = resigned_opinion
			target = scope:actor
			opinion = scope:opinion_val
		}
	}
	# Disloyal viziers think your duty can go stuff itself & vengeful viziers are irate.
	else_if = {
		limit = {
			OR = {
				has_trait = disloyal
				has_trait = vengeful
			}
		}
		save_scope_value_as = {
			name = opinion_val
			value = {
				value = -12
				multiply = $MULT$
			}
		}
		add_opinion = {
			modifier = took_my_coin_opinion
			target = scope:actor
			opinion = scope:opinion_val
		}
	}
	# Everyone else is annoyed.
	else = {
		save_scope_value_as = {
			name = opinion_val
			value = {
				value = -10
				multiply = $MULT$
			}
		}
		add_opinion = {
			modifier = took_my_coin_opinion
			target = scope:actor
			opinion = scope:opinion_val
		}
	}
}

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

Where it is used

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

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