Scripted effect
maiming_destroy_diarchy_effect
maiming_destroy_diarchy_effect = yesgame/common/scripted_effects/00_diarchy_scripted_effects.txt, line 1623 (85 lines). No parameters.
maiming_destroy_diarchy_effect is a scripted effect in Crusader Kings III, written at line 1623 of its file. It takes no parameters: maiming_destroy_diarchy_effect = yes. The game's script calls it in 9 places, among them Remove Co-Ruler (interaction), Blinded (event prison.1020) and Blinded (event prison.1021). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.
What it does
If
a check the game hides
Then
If
scope:actor.diarch = scope:recipient
Then
scope:actor:clear_designated_heir = yesend_diarchy = yes
- Every player:
- Where:
top_liege = scope:actor.top_liege
- Event diarchy.8022
- Where:
Otherwise
scope:recipient:- Every held title:
- Every Vassal of …:
change_liege = { LIEGE = scope:actor CHANGE = scope:change }
scope:recipient:change_liege = { LIEGE = scope:actor CHANGE = scope:change2 }
- Every player:
- Where:
top_liege = scope:actor.top_liege
- Event diarchy.8023
- Where:
• 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 (85 lines of game script)
maiming_destroy_diarchy_effect = {
if = {
limit = { exists = scope:destroy_diarchy }
# Liege maims co-emperor.
if = {
limit = { scope:actor.diarch = scope:recipient }
scope:actor = {
clear_designated_heir = yes
end_diarchy = yes
}
every_player = {
limit = {
NOR = {
this = scope:actor
this = scope:recipient
}
top_liege = scope:actor.top_liege
}
trigger_event = diarchy.8022
}
}
# Co-emperor maims liege.
else = {
# We do this in two batches so that we don't produce an error when the emperor is usurped by their old co-emperor.
## First the empire.
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
}
scope:recipient = {
every_held_title = {
limit = {
OR = {
this = scope:recipient.capital_county
this = scope:recipient.capital_county.duchy
AND = {
tier = tier_county
this.duchy = scope:recipient.capital_county.duchy
}
tier >= scope:recipient.highest_held_title_tier
}
}
change_title_holder = {
holder = scope:actor
change = scope:change
}
}
every_vassal = {
custom = custom.recipient_every_vassal
change_liege = {
LIEGE = scope:actor
CHANGE = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change
## Then the former emperor.
create_title_and_vassal_change = {
type = usurped
save_scope_as = change2
}
scope:recipient = {
change_liege = {
LIEGE = scope:actor
CHANGE = scope:change2
}
}
resolve_title_and_vassal_change = scope:change2
# Plus, end the diarchy.
hidden_effect = {
scope:recipient = { end_diarchy = yes }
}
every_player = {
limit = {
NOR = {
this = scope:actor
this = scope:recipient
}
top_liege = scope:actor.top_liege
}
trigger_event = diarchy.8023
}
}
}
}As written in game/common/scripted_effects/00_diarchy_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls maiming_destroy_diarchy_effect.
Character interactions (1)
Events (8)
- Blinded
prison.1020 - Blinded
prison.1021 - Castrated
prison.1025 - Castrated
prison.1026 - Disfigured
prison.1030 - Disfigured
prison.1031
Source: game/common/scripted_effects/00_diarchy_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.