CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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)

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.

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