CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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)

8 more

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.

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