Scripted effect
maimed_recipient_effect
maimed_recipient_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 713 (37 lines). No parameters.
maimed_recipient_effect is a scripted effect in Crusader Kings III, written at line 713 of its file. It takes no parameters: maimed_recipient_effect = yes. The game's script calls it in 2 places, among them Maimed (event prison.1041) and Maimed (event prison.1042). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
scope:recipient:If
scope:maim_type = flag:arm
Then
Otherwise
torture_memory_effect = { VICTIM = scope:recipient TORTURER = scope:actor TYPE = maim_arm }
Else if
scope:maim_type = flag:leg
Then
If
- scope:actor: Is played by a person
Then
add_trait_force_tooltip = one_legged
Otherwise
- Gains the Trait One-Legged
torture_memory_effect = { VICTIM = scope:recipient TORTURER = scope:actor TYPE = maim_leg }- Gains the modifier “Recently Maimed” for 1 year
- Health -3
- Fertility -50%
blind_castrated_disfigured_recipient_support_effect = yes
• 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 (37 lines of game script)
maimed_recipient_effect = {
scope:recipient = {
if = {
limit = { scope:maim_type = flag:arm }
if = {
limit = { scope:actor = { is_ai = no } }
#This is because we want to show a blinded portrait it prison.1030 for players, then we add the trait in the immediate but we still want a tooltip
apply_maimed_trait_and_modifier_effect = yes
}
else = { apply_maimed_trait_and_modifier_effect = yes }
torture_memory_effect = {
VICTIM = scope:recipient
TORTURER = scope:actor
TYPE = maim_arm
}
}
else_if = {
limit = { scope:maim_type = flag:leg }
if = {
limit = { scope:actor = { is_ai = no } }
#This is because we want to show a blinded portrait it prison.1030 for players, then we add the trait in the immediate but we still want a tooltip
add_trait_force_tooltip = one_legged
}
else = { add_trait = one_legged }
torture_memory_effect = {
VICTIM = scope:recipient
TORTURER = scope:actor
TYPE = maim_leg
}
add_character_modifier = {
modifier = recently_maimed_modifier
years = 1
}
}
blind_castrated_disfigured_recipient_support_effect = yes
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls maimed_recipient_effect.
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.