Scripted effect
raid_estate_opinion_effect
raid_estate_opinion_effect = { OWNER = … TARGET = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 16535 (86 lines). Parameters: $OWNER$, $TARGET$.
raid_estate_opinion_effect is a scripted effect in Crusader Kings III, written at line 16535 of its file. A call passes 2 parameters: OWNER and TARGET. The game's script calls it in 3 places, among them My Secret Exposed! (event secrets.0141), Raider Revealed (event secrets.0142) and raid_estate_success_public_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
scope:target_temp.house.house_head:- Opinion: Raided My Estate
If
has_relation_rival = scope:owner_temp
Then
If
valid_for_feud_events_with_target_trigger = { TARGET = scope:owner_temp }
Then
house_feud_start_effect = { … }
progress_towards_rival_effect = { REASON = rival_raid_estate CHARACTER = scope:owner_temp OPINION = 0 }
- Every in list:
scope:target_temp.house:change_house_relation_effect = { … }- Every other member of House …: Opinion: Raided House Estate
scope:owner_temp.top_liege:
• 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 (86 lines of game script)
raid_estate_opinion_effect = {
$TARGET$ = { save_temporary_scope_as = target_temp }
$OWNER$ = { save_temporary_scope_as = owner_temp }
scope:target_temp.house.house_head ?= {
# OPINION
add_opinion = {
target = scope:owner_temp
modifier = raided_estate_crime
}
# FEUD
if = {
limit = { has_relation_rival = scope:owner_temp }
if = {
limit = { valid_for_feud_events_with_target_trigger = { TARGET = scope:owner_temp } }
house_feud_start_effect = {
# Feuding House Head
ACTOR = scope:target_temp
# Target House Head
TARGET = scope:owner_temp
# Feud Reason
REASON = raid_estate
# House Member attacker if relevant
ATTACKER = scope:target_temp
# House Member victim if relevant
VICTIM = scope:owner_temp
}
}
}
# RELATION
progress_towards_rival_effect = {
REASON = rival_raid_estate
CHARACTER = scope:owner_temp
OPINION = 0
}
}
# VICTIM OPINION
every_in_list = {
list = target_victims
if = {
limit = { exists = scope:scheme_maim }
add_opinion = {
target = scope:owner_temp
modifier = raid_estate_maimed_opinion
}
}
}
scope:target_temp.house = {
# HOUSE RELATION
change_house_relation_effect = {
HOUSE = scope:owner_temp.house
VALUE = house_relation_damage_major_value
REASON = raided_estate
CHAR = scope:owner_temp
TARGET_CHAR = scope:target_temp
TITLE = scope:dummy_gender
}
# OTHER MEMBER OPINION
every_house_member = {
custom = every_other_raid_estate_house_member_tt
limit = {
NOR = {
this = scope:target_temp
is_in_list = target_victims
}
}
add_opinion = {
target = scope:owner_temp
modifier = raid_estate_house_opinion
}
}
}
# CRIME
scope:owner_temp.top_liege ?= {
if = {
limit = {
this != scope:owner_temp
this != scope:target_temp
NOT = { scope:owner_temp.var:raid_estate_permission ?= scope:target_temp.house }
}
add_opinion = {
target = scope:owner_temp
modifier = raid_estate_vassal_crime
}
}
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls raid_estate_opinion_effect.
Events (2)
- My Secret Exposed!
secrets.0141 - Raider Revealed
secrets.0142
Scripted effects inside an event file (1)
- raid_estate_success_public_effect
Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.