Scripted effect · The Fate of Iberia files
fp2_lyonese_monk_cancel_chain_effect
fp2_lyonese_monk_cancel_chain_effect = { REMOVAL = … }game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt, line 1505 (66 lines). Parameters: $REMOVAL$.
fp2_lyonese_monk_cancel_chain_effect is a scripted effect in Crusader Kings III, in the The Fate of Iberia files, written at line 1505 of its file. A call passes 1 parameter: REMOVAL. The game's script calls it in 14 places, among them A Friend of Your … (event fp2_lyonese_monk.0011), All … Fault (event fp2_lyonese_monk.0241) and Bigger Problems (event fp2_lyonese_monk.0041). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.
What it does
scope:story:end_story = yes
If
scope:remove_acolyte = flag:banished
Then
fp2_lyonese_monk_return_territories_effect = yesscope:acolyte:move_to_pool = yessilent_disappearance_effect = yes
Else if
scope:remove_acolyte = flag:scuffle
Then
fp2_lyonese_monk_return_territories_effect = yes- scope:acolyte: During the attempted arrest, … is killed
Else if
scope:remove_acolyte = flag:pope
Then
fp2_lyonese_monk_return_territories_effect = yesscope:acolyte:rightfully_imprison_character_effect = { TARGET = scope:acolyte IMPRISONER = scope:pope }
• 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 (66 lines of game script)
fp2_lyonese_monk_cancel_chain_effect = {
if = {
limit = {
NOT = { exists = scope:acolyte }
}
scope:story.var:acolyte ?= { save_scope_as = acolyte }
}
# Tidy up the story.
scope:story = { end_story = yes }
# Tidy up scope:acolyte.
## We do this via some mild scope wizardry.
save_scope_value_as = {
name = remove_acolyte
value = flag:$REMOVAL$
}
## Either they sod off.
if = {
limit = { scope:remove_acolyte = flag:banished }
fp2_lyonese_monk_return_territories_effect = yes
scope:acolyte = {
move_to_pool = yes
silent_disappearance_effect = yes
}
}
## Or they're killed during apprehension.
else_if = {
limit = { scope:remove_acolyte = flag:scuffle }
fp2_lyonese_monk_return_territories_effect = yes
scope:acolyte = {
custom_tooltip = fp2_lyonese_monk_cancel_chain_effect.tt
hidden_effect = {
death = {
death_reason = death_scuffle_with_soldiers
killer = scope:acolyte_host
}
}
}
}
## Or else they're given to the Pope.
else_if = {
limit = {
scope:remove_acolyte = flag:pope
exists = scope:pope
}
fp2_lyonese_monk_return_territories_effect = yes
# So we walk through the narrative...
scope:acolyte = {
if = {
limit = { is_playable_character = no }
select_and_move_to_pool_effect = yes
}
}
rightfully_imprison_character_effect = {
TARGET = scope:acolyte
IMPRISONER = scope:pope
}
scope:acolyte = {
hidden_effect = {
death = {
death_reason = death_dungeon
killer = scope:pope
}
}
}
}
}As written in game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls fp2_lyonese_monk_cancel_chain_effect.
Events (14)
- A Friend of Your …
fp2_lyonese_monk.0011 - All … Fault
fp2_lyonese_monk.0241 - Bigger Problems
fp2_lyonese_monk.0041 - fp2_lyonese_monk.0401
- fp2_lyonese_monk.0431
- fp2_lyonese_monk.0601
8 more
- It is a Mystery
fp2_lyonese_monk.0051 - Just a Few Friends
fp2_lyonese_monk.0201 - Shattered Faith
fp2_lyonese_monk.0031 - Strange Teachings: A Formal Complaint
fp2_lyonese_monk.0621 - Strange Teachings: High Tensions
fp2_lyonese_monk.0611 - Strange Teachings: No More than a Man
fp2_lyonese_monk.0641 - Strange Teachings: Space to Teach
fp2_lyonese_monk.0411 - Strange Teachings: The Council of …
fp2_lyonese_monk.0441
Source: game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.