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

steal_herd_success_effect

steal_herd_success_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 16636 (176 lines). No parameters.

steal_herd_success_effect is a scripted effect in Crusader Kings III, written at line 16636 of its file. It takes no parameters: steal_herd_success_effect = yes. The game's script calls it in 3 places, among them Steal Herd: Stolen Herd! (event steal_herd_outcome.1002), Steal Herd: Success! (event steal_herd_outcome.1001) and Steal Herd: Success! (event steal_herd_outcome.1003). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

What it does

  • If

    • scope:target:
      • domicile.herd > 0

    Then

    • scope:target:
      • If

        • scope:owner:
          • One of these

            • is_vassal_of = scope:target
            • or

              is_liege_or_above_of = scope:target

        Then

        • Opinion: Stole My Herd

        Otherwise

        • Opinion: Stole My Herd
      • If

        • Is not an Independent Ruler
        • Their liege:
          • NOT = { target_is_same_character_or_above = scope:owner }

        Then

      • Every Powerful Vassal of …: Loses 15 Opinion of … (-0.60/year) (Stole my Liege's Herd)
    • scope:owner:
      • If a check the game hides passes: the same again (2 lines)
        • If a check the game hides passes: the same again (1 line)
          • scope:target:
            • pay_herd = { … }

          Otherwise

          • scope:target:
            • pay_herd = { … }
        Else if a check the game hides passes: the same again (2 lines)
        • If a check the game hides passes: the same again (1 line)
          • scope:target:
            • pay_herd = { … }

          Otherwise

          • scope:target:
            • pay_herd = { … }
        Else if a check the game hides passes: the same again (2 lines)
        • If a check the game hides passes: the same again (1 line)
          • scope:target:
            • pay_herd = { … }

          Otherwise

          • scope:target:
            • pay_herd = { … }
  • scope:owner:
    • If

      a check the game hides

      Then

      • scope:target:
        • pay_short_term_gold = { target = scope:owner gold = medium_gold_value }

• 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 (120 lines of game script)
steal_herd_success_effect = {
	if = {
		limit = {
			scope:target = {
				exists = domicile
				domicile.herd > 0
			}
			scope:owner = { exists = domicile }
		}
		scope:target = {
			if = {
				limit = {
					scope:owner = {
						OR = {
							is_vassal_of = scope:target
							is_liege_or_above_of = scope:target
						}
					}
				}
				add_opinion = {
					target = scope:owner
					modifier = stole_my_herd_crime
				}
			}
			else = {
				add_opinion = {
					target = scope:owner
					modifier = stole_my_herd
				}
			}
			if = {
				limit = {
					is_independent_ruler = no
					liege = {
						NOT = { target_is_same_character_or_above = scope:owner }
					}
				}
				liege = {
					add_opinion = {
						target = scope:owner
						modifier = stole_vassals_herd
					}
				}
			}
			custom_tooltip = {
				text = steal_herd_vassal_tt
				every_powerful_vassal = {
					limit = { 
						NOR = { 
							this = scope:target
							this = scope:owner
						} 
					}
					add_opinion = {
						target = scope:owner
						modifier = stole_lieges_herd
					}
				}
			}
		}
		scope:owner = {
			if = {
				limit = {
				   scope:scheme = { exists = var:steal_herd_low }
				}
				if = {
					limit = {
						has_character_flag = steal_herd_extra
					}
					scope:target = {
						pay_herd = {
							target = scope:owner
							value = {
								value = domicile.ten_percent_current_herd_value
								max = scope:owner.domicile.fifty_percent_current_herd_value
							}
						}
					}
				}
				else = {
					scope:target = {
						pay_herd = {
							target = scope:owner
							value = {
								value = domicile.five_percent_current_herd_value
								max = scope:owner.domicile.fifty_percent_current_herd_value
							}
						}
					}
				}
			}
			else_if = {
				limit = {
					scope:scheme = { exists = var:steal_herd_normal }
				}
				if = {
					limit = {
						has_character_flag = steal_herd_extra
					}
					scope:target = {
						pay_herd = {
							target = scope:owner
							value = {
								value = domicile.fifteen_percent_current_herd_value
								max = scope:owner.domicile.fifty_percent_current_herd_value
							}
						}
					}
				}
				else = {
					scope:target = {
						pay_herd = {
							target = scope:owner
							value = {
								value = domicile.ten_percent_current_herd_value
								max = scope:owner.domicile.fifty_percent_current_herd_value
							}
						}
					}
				}

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

The first 120 of its 176 lines; the rest is in game/common/scripted_effects/00_scheme_scripted_effects.txt from line 16636.

Where it is used

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

Events (3)

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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