Scripted effect
steal_herd_success_effect
steal_herd_success_effect = yesgame/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
- 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)
- Steal Herd: Stolen Herd!
steal_herd_outcome.1002 - Steal Herd: Success!
steal_herd_outcome.1001 - Steal Herd: Success!
steal_herd_outcome.1003
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.