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
• 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.