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

escape_from_prison_effect

escape_from_prison_effect = yes

game/common/scripted_effects/00_prison_effects.txt, line 2514 (67 lines). No parameters.

escape_from_prison_effect is a scripted effect in Crusader Kings III, written at line 2514 of its file. It takes no parameters: escape_from_prison_effect = yes. The game's script calls it in 4 places, among them laamp_prison_break_contract (contract), Freedom! (event prison.9001) and Freedom! (event prison.9002). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.

What it does

  • scope:imprisoner:
    • If

      • One of these

        • has_revoke_title_reason = scope:escapee
        • or

          has_banish_reason = scope:escapee
        • or

          has_execute_reason = scope:escapee

      Then

      Otherwise

  • create_character_memory = { … }
  • release_from_prison = yes
  • One random dummy gender soldier effect:
    • SCOPE_NAME = dummy_gender
  • If has the Modifier: Allowed to go Outside: Loses “Allowed to go Outside”
  • If has the Modifier: Diet of Moldy Gruel: Loses “Diet of Moldy Gruel”

• 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 (67 lines of game script)
escape_from_prison_effect = {
	save_scope_as = escapee
	play_music_cue = "mx_cue_sacredrite"
	scope:imprisoner = {
		save_scope_as = bg_override_char
		if = {
			limit = {
				exists = capital_province
			}
			capital_province = {
				save_scope_as = background_wilderness_scope
			}
		}
		else = {
			location = {
				save_scope_as = background_wilderness_scope
			}
		}
		if = {
			limit = {
				OR = {
					has_revoke_title_reason = scope:escapee
					has_banish_reason = scope:escapee
					has_execute_reason = scope:escapee
				}
			}
			add_opinion = {
				target = scope:escapee
				modifier = escaped_from_prison_crime
			}
		}
		else = {
			add_opinion = {
				target = scope:escapee
				modifier = escaped_from_prison_opinion
			}
		}
	}
	create_character_memory = {
		type = escaped_from_prison_memory
		
		participants = {
			imprisoner = scope:imprisoner
		}
	}
	add_character_flag = {
		flag = escaped_from_prison_flag
		days = 1
	}
	add_character_flag = { #To make sure you don't get spammed about the release
		flag = block_for_prison_release_notification
		days = 1
	}
	release_from_prison = yes
	random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender }
	hidden_effect = {
		remove_decision_cooldown = escape_from_prison_decision
	}
	if = {
		limit = { has_character_modifier = allowed_to_go_outside }
		remove_character_modifier = allowed_to_go_outside
	}
	if = {
		limit = { has_character_modifier = moldy_gruel_diet }
		remove_character_modifier = moldy_gruel_diet
	}
}

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

Where it is used

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

Task contracts (1)

  • laamp_prison_break_contract

Events (3)

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.

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