Scripted effect
execute_prisoner_effect
execute_prisoner_effect = { EXECUTIONER = … VICTIM = … }game/common/scripted_effects/00_prison_effects.txt, line 413 (926 lines). Parameters: $EXECUTIONER$, $VICTIM$.
execute_prisoner_effect is a scripted effect in Crusader Kings III, written at line 413 of its file. A call passes 2 parameters: EXECUTIONER and VICTIM. The game's script calls it in 23 places, among them Execute (interaction), A Difficult Time (event char_interaction.0170) and A Difficult Time (event char_interaction.0171). Its body carries 10 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.
The comment above it in the file
Used for all executions, except Extinguish Noble Family in China, which uses family_purge_execute_prisoner_effect
What it does
If
scope:execution_devour = yes
Then
$VICTIM$ = { … }
Otherwise
$VICTIM$ = { … }
scope:executioner:- Else, if all of these hold:
- Else, if all of these hold:
- Conditions › scope:victim:
One of these
- Highest held Title is at least Kingdom Rank
or
tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_empire }or
is_powerful_vassal_of = scope:executioneror
target_is_vassal_or_below = scope:executioneror
is_close_family_of = scope:executioner
- Then: Dread +15
- Conditions › scope:victim:
- Else, if all of these hold:
- Conditions › scope:victim:
One of these
- Highest held Title is at least Duchy Rank
or
tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom }or
All of these
is_vassal_of = scope:executionerprimary_title.tier > tier_barony
or
All of these
exists = primary_titleprimary_title.tier > tier_baronyliege ?= scope:executioner.liege
or
Has the Trait: Peasant Leader
- Then: Dread +10
- Conditions › scope:victim:
- Else, if all of these hold:
- Conditions › scope:victim:
One of these
- Highest held Title is at least County Rank
or
tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_duchy }or
is_vassal_of = scope:executioneror
is_close_or_extended_family_of = scope:executioneror
scope:executioner › Any vassal:is_close_family_of = scope:victim
or
scope:executioner › Any liege or above:is_close_family_of = scope:victim
- Then: Dread +5
- Conditions › scope:victim:
Else if
faith.religious_head = scope:victim- Does not have the Divine Retribution Perk
NOT = { has_execute_reason = scope:victim }
Then
clerical_kill_piety_effect = { VICTIM = scope:victim KILLER = scope:executioner }
Else if
- Does not have the Divine Retribution Perk
NOT = { has_execute_reason = scope:victim }scope:victim:pam_is_senior_cleric_of_character_trigger = { CHARACTER = scope:executioner }
Then
clerical_kill_piety_effect = { VICTIM = scope:victim KILLER = scope:executioner }
Else if
- Their faith is the same as that of victim
- Does not have the Divine Retribution Perk
scope:victim:
Then
- Gain -25 Piety
Else if
- Their faith is the same as that of victim
- Does not have the Divine Retribution Perk
Then
- Gain -100 Piety
If
None of these
- Their rite: The rite has Executions earn Piety instead of costing Piety
Then
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
• 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 (120 lines of game script)
execute_prisoner_effect = {
$VICTIM$ = {
save_scope_as = victim
}
$EXECUTIONER$ = {
save_scope_as = executioner
save_scope_as = imprisoner #Save this scope to show correct tyranny tooltip
}
show_as_tooltip = {
if = {
limit = {
exists = scope:execution_devour
scope:execution_devour = yes
}
$VICTIM$ = {
death = {
death_reason = death_eaten
killer = $EXECUTIONER$
}
}
}
else = {
$VICTIM$ = {
death = {
death_reason = death_execution
killer = $EXECUTIONER$
}
}
}
}
scope:executioner = {
# Dread gain
if = {
limit = {
scope:victim = {
time_in_prison = { years > 15 } # No one even remembers who they are anymore
}
}
# No dread for you
}
else_if = { # Executing Emperors/HoF is quite dreadful
limit = {
scope:victim = {
OR = {
highest_held_title_tier >= tier_empire
scope:executioner.faith.religious_head = scope:victim # Your head of faith
}
}
}
add_dread = execute_interaction_massive_dread_gain
}
else_if = {
limit = {
scope:victim = {
OR = {
highest_held_title_tier >= tier_kingdom
tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_empire }
is_powerful_vassal_of = scope:executioner # Is your powerful vassal
target_is_vassal_or_below = scope:executioner # Your liege/s
is_close_family_of = scope:executioner
}
}
}
add_dread = execute_interaction_major_dread_gain
}
else_if = {
limit = {
scope:victim = {
OR = {
highest_held_title_tier >= tier_duchy
tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom }
AND = { # Is your vassal, and higher than Baron
is_vassal_of = scope:executioner
primary_title.tier > tier_barony
}
AND = { # Peer Vassals
exists = primary_title
primary_title.tier > tier_barony
liege ?= scope:executioner.liege
}
has_trait = peasant_leader
}
}
}
add_dread = execute_interaction_medium_dread_gain
}
else_if = {
limit = {
scope:victim = {
OR = {
highest_held_title_tier >= tier_county
tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_duchy }
is_vassal_of = scope:executioner # Is your Baron vassal
is_close_or_extended_family_of = scope:executioner
scope:executioner = { # Executing close family of your vassals is dreadful...
any_vassal = {
is_close_family_of = scope:victim
}
}
scope:executioner = { # Executing close family of your liege/s is the same...
any_liege_or_above = {
is_close_family_of = scope:victim
}
}
}
}
}
add_dread = execute_interaction_minor_dread_gain
}
# Piety loss (or gain) from executions
if = {
limit = {
rite = {
rite_has_parameter = human_sacrifice_activeAs written in game/common/scripted_effects/00_prison_effects.txt.
The first 120 of its 926 lines; the rest is in game/common/scripted_effects/00_prison_effects.txt from line 413.
Where it is used
Every place in common/, events/ and history/ that calls execute_prisoner_effect.
Character interactions (1)
Events (21)
- A Difficult Time
char_interaction.0170 - A Difficult Time
char_interaction.0171 - At … Mercy
bp1_yearly.8061 - At My Mercy
bp1_yearly.8060 - Dead Weight
ep3_laamp_flavor.0060 - Deciding a Fate
ep3_story_cycle_harrying.1010
15 more
- Delayed Justice
bp2_yearly.4001 - Endless Hearings
intrigue_dread.4100 - Inspiration: Request for... Materials
fund_inspiration.2002 - Mental Break: Shooting the Messenger
stress_threshold.3401 - Out in the Open
yearly.3004 - Pariah of Court
court.8170 - Pie-based Shenanigans
court.9400 - Pillow Talk
court_yearly.5021 - Rogue Servant
stewardship_general.5041 - The Domesday Book
stewardship_domain_special.1590 - The Execution
bp1_yearly.9044 - The Execution
bp1_yearly.9045 - The People's Priest
bishop.2003 - trait_specific_interactions.0156
- Triumph: The Prisoners' Parade
ep3_decisions_event.0004
Scripted effects (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.