Scripted effect
torture_blind_castrate_disfigure_opinion_effect
torture_blind_castrate_disfigure_opinion_effect = { VERB = … }game/common/scripted_effects/00_interaction_effects.txt, line 92 (69 lines). Parameters: $VERB$.
torture_blind_castrate_disfigure_opinion_effect is a scripted effect in Crusader Kings III, written at line 92 of its file. A call passes 1 parameter: VERB. The game's script calls it in 8 places, among them Blind (interaction), Castrate Prisoner (interaction) and Negotiate Release (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
scope:recipient:- Opinion: $VERB$ me
If
has_opinion_modifier = { modifier = grateful_opinion target = scope:puppet_or_actor }
Then
remove_opinion = { modifier = grateful_opinion target = scope:puppet_or_actor }
If
- In list (exactly 1):
always = yes
Then
- Every in list: Opinion: $VERB$ family member
Else if
- In list (more than 1):
always = yes
Then
- … Close Family Members and Spouses: Opinion: $VERB$ family member
- In list (exactly 1):
• 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 (69 lines of game script)
torture_blind_castrate_disfigure_opinion_effect = {
if = {
limit = { NOT = { exists = scope:puppet_or_actor } }
scope:actor = { save_scope_as = puppet_or_actor }
}
scope:recipient = {
add_opinion = {
modifier = $VERB$_me
target = scope:puppet_or_actor
}
if = {
limit = {
has_opinion_modifier = {
modifier = grateful_opinion
target = scope:puppet_or_actor
}
}
remove_opinion = {
modifier = grateful_opinion
target = scope:puppet_or_actor
}
}
if = {
limit = {
primary_spouse ?= { is_alive = yes }
NOT = { primary_spouse = { this = scope:puppet_or_actor } }
}
primary_spouse = { add_to_list = family_of_tortured }
}
every_close_family_member = {
limit = { this != scope:puppet_or_actor }
add_to_list = family_of_tortured
}
if = {
limit = {
any_in_list = {
list = family_of_tortured
count = 1
always = yes
}
}
every_in_list = {
list = family_of_tortured
add_opinion = {
target = scope:puppet_or_actor
modifier = $VERB$_family_member
}
}
}
else_if = {
limit = {
any_in_list = {
list = family_of_tortured
count > 1
always = yes
}
}
every_in_list = {
list = family_of_tortured
custom = all_close_family_and_spouses
add_opinion = {
target = scope:puppet_or_actor
modifier = $VERB$_family_member
}
}
}
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls torture_blind_castrate_disfigure_opinion_effect.
Character interactions (4)
Events (3)
- Deciding a Fate
ep3_story_cycle_harrying.1010 - Grand Ambitions: The Fate of the Fallen
grand_ambitions.0002 - Grand Ambitions: The Fate of the Fallen
grand_ambitions.0202
Scripted effects (1)
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.