Scripted effect
imprison_tyranny_effect
imprison_tyranny_effect = yesgame/common/scripted_effects/00_prison_effects.txt, line 2645 (84 lines). No parameters.
imprison_tyranny_effect is a scripted effect in Crusader Kings III, written at line 2645 of its file. It takes no parameters: imprison_tyranny_effect = yes. The game's script calls it in 3 places, among them … Imprison (interaction), Imprison (interaction) and imprison_character_effect (scripted effect). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.
The comment above it in the file
Add tyranny if you don't have a justifiable reason
What it does
If
a check the game hides
Then
If
has_imprisonment_reason = scope:recipient
Then
consume_imprisonment_reasons = scope:recipient
Otherwise
change_strife_opinion = medium_strife_gain
Else if
has_imprisonment_reason = scope:recipient
Then
Else if
One of these
NOT = { exists = scope:recipient }or
is_at_war_with = scope:recipient
Then
- As … … a fair reason, no one will think … a Tyrant
Otherwise
- Tyranny changes
• 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 (84 lines of game script)
imprison_tyranny_effect = {
# Normalize scopes for tooltip loc, because there is no god nor consistency
if = {
limit = {
exists = scope:imprisoner
NOT = { exists = scope:actor }
}
scope:imprisoner = {
save_scope_as = actor
save_scope_as = puppet_or_actor
}
}
if = {
limit = {
exists = scope:puppet_or_actor
NOT = { exists = scope:imprisoner }
}
scope:puppet_or_actor = { save_scope_as = imprisoner }
}
if = {
limit = {
exists = scope:imprisonment_target
NOT = { exists = scope:recipient }
}
scope:imprisonment_target = { save_scope_as = recipient }
}
if = {
limit = {
exists = scope:recipient
NOT = { exists = scope:imprisonment_target }
}
scope:recipient = { save_scope_as = imprisonment_target }
}
# Determine if tyrannical or not
# Should use strife
if = {
limit = { exists = scope:use_strife_not_tyranny }
# If you have revocation reason, we allow that.
if = {
limit = { has_imprisonment_reason = scope:recipient }
consume_imprisonment_reasons = scope:recipient
}
else = { change_strife_opinion = medium_strife_gain }
}
# Got good reason
else_if = {
limit = {
has_imprisonment_reason = scope:recipient
}
custom_tooltip = IS_ALLOWED_TO_IMPRISON_DESC
}
# Is at war or edge-case pondering general imprisonment
else_if = {
limit = {
OR = {
NOT = { exists = scope:recipient }
is_at_war_with = scope:recipient
}
}
custom_tooltip = IS_ALLOWED_TO_IMPRISON_NO_RECIPIENT_DESC
}
else = {
add_tyranny = imprisonment_tyranny_gain
if = {
limit = {
scope:recipient = {
is_landed = yes
is_alive = yes
}
}
if = {
limit = {
has_legitimacy = yes
this = top_liege
}
add_legitimacy = miniscule_legitimacy_loss
}
}
}
}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_tyranny_effect.
Character interactions (2)
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.