Scripted effect
flagellation_decision_effect
flagellation_decision_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 3372 (57 lines). No parameters.
flagellation_decision_effect is a scripted effect in Crusader Kings III, written at line 3372 of its file. It takes no parameters: flagellation_decision_effect = yes. The game's script calls it in 3 places, among them Mortify Flesh (decision), Stress Coping: Ataractic Agony (event stress_trait_coping_decisions.3501) and What the Flesh Owes (event pam_tenet_events.0010). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
The comment above it in the file
Whippy whippy
What it does
If
- Has the Trait: Flagellant
- The Personal Tenets unlock self mutilation active
Then
- Stress and fulfillment impact: by trait: Flagellant -40
- Gain +100 Piety
- Else, if the Personal Tenets unlock self mutilation active: Gain +100 Piety
- Else, if has the Trait: Flagellant: Stress and fulfillment impact: by trait: Flagellant -40
- Otherwise: Loses 40 Stress
- If played by the AI › 1 of 2 things will happen:
- 75%: Nothing else happens
- 25%:
increase_wounds_effect = { REASON = whipping }
- Otherwise:
increase_wounds_effect = { REASON = whipping }
- If does not have the Trait: Flagellant:
- 20% chance of:
- Gains the Trait Flagellant
- Loses 40 Stress
- 20% chance of:
• 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 (57 lines of game script)
flagellation_decision_effect = {
#Get both rewards
if = {
limit = {
has_trait = flagellant
has_personal_tenet_flag = self_mutilation_active
}
stress_and_fulfillment_impact = {
flagellant = major_stress_loss
}
add_piety = medium_piety_value
}
#Only Piety
else_if = {
limit = {
has_personal_tenet_flag = self_mutilation_active
}
add_piety = medium_piety_value
}
#Only Stress-loss
else_if = {
limit = { has_trait = flagellant }
stress_and_fulfillment_impact = {
flagellant = major_stress_loss
}
}
else = { add_stress = major_stress_loss }
#Be kind to the AI
if = {
limit = { is_ai = yes }
random_list = {
75 = {
#No increase
}
25 = {
increase_wounds_effect = { REASON = whipping }
}
}
}
else = {
increase_wounds_effect = { REASON = whipping }
}
#Not already flagellant?
if = {
limit = {
NOT = { has_trait = flagellant }
}
random = {
chance = 20
add_trait = flagellant
add_stress = major_stress_loss
}
}
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls flagellation_decision_effect.
Decisions (1)
Events (2)
- Stress Coping: Ataractic Agony
stress_trait_coping_decisions.3501 - What the Flesh Owes
pam_tenet_events.0010
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.