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

diarch_declare_recipient_criminal_effect

diarch_declare_recipient_criminal_effect = yes

game/common/scripted_effects/00_interaction_effects.txt, line 5254 (44 lines). No parameters.

diarch_declare_recipient_criminal_effect is a scripted effect in Crusader Kings III, written at line 5254 of its file. It takes no parameters: diarch_declare_recipient_criminal_effect = yes. The game's script calls it in 6 places, among them … Imprison (interaction), … Retract Vassal (interaction) and … Revoke Title (interaction). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.

What it does

  • scope:actor:
    • If played by a person: Crime — You are allowed to rightfully imprison …, if the opportunity presents itself
    • Otherwise: Opinion: Refused Borrowed Power Demand
    • Their liege:
      • If played by a person: Crime — You are allowed to rightfully imprison …
      • Otherwise: Opinion: Refused Borrowed Power Demand

• 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 (44 lines of game script)
diarch_declare_recipient_criminal_effect = {
	scope:actor = {
		# First we process the diarch.
		## Players get a different tooltip, since they don't want to see opinion.
		if = {
			limit = { is_ai = no }
			custom_tooltip = diarch_imprison_reason_for_player.tt
			hidden_effect = {
				add_opinion = {
					target = scope:recipient
					modifier = treasonous_disobeyed_diarch
				}
			}
		}
		## AI use the standard opinion flow.
		else = {
			add_opinion = {
				target = scope:recipient
				modifier = treasonous_disobeyed_diarch
			}
		}
		# Then their liege.
		liege = {
			# Same flow: players get a different tooltip so that they don't see opinion.
			if = {
				limit = { is_ai = no }
				custom_tooltip = ADD_OPINION_EFFECT_I_HAVE_IMPRISONMENT_REASON_UNUSABLE
				hidden_effect = {
					add_opinion = {
						target = scope:recipient
						modifier = treasonous_disobeyed_diarch
					}
				}
			}
			# But AI just get opinion.
			else = {
				add_opinion = {
					target = scope:recipient
					modifier = treasonous_disobeyed_diarch
				}
			}
		}
	}
}

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

Where it is used

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

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.

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