Scripted effect
imprison_attempt_escalates_rivalry_effect
imprison_attempt_escalates_rivalry_effect = yesgame/common/scripted_effects/00_prison_effects.txt, line 2799 (60 lines). No parameters.
imprison_attempt_escalates_rivalry_effect is a scripted effect in Crusader Kings III, written at line 2799 of its file. It takes no parameters: imprison_attempt_escalates_rivalry_effect = yes. The game's script calls it in 2 places, among them Imprison (interaction) and diarch_imprison_general_accept_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.
The comment above it in the file
If they recently revoked your title, or asked for your excommunication, they become your rival
What it does
scope:recipient:If
One of these
has_opinion_modifier = { target = scope:puppet_or_actor modifier = revoked_title }or
All of these
exists = var:requested_my_excommunication- Requested my excommunication is scope:puppet or actor
NOT = { has_relation_rival = scope:puppet_or_actor }
Then
- Gains a Rival
Otherwise
If
One of these
NOT = { is_close_family_of = scope:puppet_or_actor }or
or
All of these
is_close_family_of = scope:puppet_or_actorscope:puppet_or_actor:has_imprisonment_reason = scope:recipient
- Ai honor at least 20
Then
progress_towards_rival_effect = { CHARACTER = scope:puppet_or_actor REASON = rival_imprisoned OPINION = 0 }
• 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 (60 lines of game script)
imprison_attempt_escalates_rivalry_effect = {
scope:recipient = {
if = {
limit = {
OR = {
has_opinion_modifier = {
target = scope:puppet_or_actor
modifier = revoked_title
}
AND = {
exists = var:requested_my_excommunication
var:requested_my_excommunication = scope:puppet_or_actor
}
}
NOT = { has_relation_rival = scope:puppet_or_actor }
}
hidden_effect = {
if = {
limit = { has_relation_potential_rival = scope:puppet_or_actor }
remove_relation_potential_rival = scope:puppet_or_actor
}
}
set_relation_rival = scope:puppet_or_actor
}
else = {
#Can't be applying rivalry progress twice
#Rivalry progress now gets applied on close family in other imprisonment effects
if = {
limit = {
OR = {
#Isn't close family
NOT = {
is_close_family_of = scope:puppet_or_actor
}
#Is close family whose personality isn't covered by other effect
AND = {
is_close_family_of = scope:puppet_or_actor
OR = {
has_trait = forgiving
has_trait = craven
}
}
AND = {
is_close_family_of = scope:puppet_or_actor
scope:puppet_or_actor = {
has_imprisonment_reason = scope:recipient
}
ai_honor >= low_positive_ai_value
}
}
}
progress_towards_rival_effect = {
CHARACTER = scope:puppet_or_actor
REASON = rival_imprisoned
OPINION = 0
}
}
}
}
}As written in game/common/scripted_effects/00_prison_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls imprison_attempt_escalates_rivalry_effect.
Character interactions (1)
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.