Scripted effect
diarch_declare_recipient_criminal_effect
diarch_declare_recipient_criminal_effect = yesgame/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.
Character interactions (3)
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.