Scripted effect
diarch_imprison_general_accept_effect
diarch_imprison_general_accept_effect = yesgame/common/scripted_effects/00_prison_effects.txt, line 2860 (39 lines). No parameters.
diarch_imprison_general_accept_effect is a scripted effect in Crusader Kings III, written at line 2860 of its file. It takes no parameters: diarch_imprison_general_accept_effect = yes. The game's script calls it in 3 places, among them … Imprison (interaction), char_interaction.0281 (event) and char_interaction.0282 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.
What it does
illegal_imprisonment_dread_effect = yesimprison_HoF_consequences_effect = yesscope:puppet_or_actor:If
has_imprisonment_reason = scope:recipient
Then
- Stress and fulfillment impact: by trait: Compassionate +20, Forgiving +20
Otherwise
- Stress and fulfillment impact: by trait: Just +40, Compassionate +40
tgp_activate_catalyst_against_hegemon_effect = { HEGEMON = scope:puppet_or_actor.top_liege CATALYST = catalyst_diarch_mandate }
imprison_character_effect = { TARGET = scope:recipient IMPRISONER = scope:puppet_or_actor }imprison_attempt_escalates_rivalry_effect = yes
• 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 (39 lines of game script)
diarch_imprison_general_accept_effect = {
illegal_imprisonment_dread_effect = yes
imprison_HoF_consequences_effect = yes
# Sort stress.
scope:puppet_or_actor = {
# Stress.
if = {
limit = { has_imprisonment_reason = scope:recipient }
stress_and_fulfillment_impact = {
compassionate = minor_stress_impact_gain
forgiving = minor_stress_impact_gain
}
}
else = {
stress_and_fulfillment_impact = {
just = medium_stress_impact_gain
compassionate = medium_stress_impact_gain
}
}
tgp_activate_catalyst_against_hegemon_effect = {
HEGEMON = scope:puppet_or_actor.top_liege
CATALYST = catalyst_diarch_mandate
}
}
# Imprison the actual character.
imprison_character_effect = {
TARGET = scope:recipient
IMPRISONER = scope:puppet_or_actor
}
# If they recently revoked your title, or asked for your excommunication, they become your rival
imprison_attempt_escalates_rivalry_effect = yes
# Remove hostility flag.
if = {
limit = {
scope:puppet_or_actor = { has_character_flag = flag_hostile_actions_disabled_delay }
}
scope:puppet_or_actor = { remove_character_flag = flag_hostile_actions_disabled_delay }
}
}As written in game/common/scripted_effects/00_prison_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls diarch_imprison_general_accept_effect.
Character interactions (1)
Source: game/common/scripted_effects/00_prison_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.