CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

imprison_attempt_escalates_rivalry_effect

imprison_attempt_escalates_rivalry_effect = yes

game/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

      Otherwise

      • If

        • One of these

          • NOT = { is_close_family_of = scope:puppet_or_actor }
          • or

            All of these

          • or

            All of these

            • is_close_family_of = scope:puppet_or_actor
            • scope:puppet_or_actor:
              • has_imprisonment_reason = scope:recipient
            • Ai honor at least 20

        Then

• 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)

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.

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