Scripted effect
escape_from_prison_effect
escape_from_prison_effect = yesgame/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
• 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.
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.