Scripted effect
prisoner_of_war_capture_effect
prisoner_of_war_capture_effect = { IMPRISONER = … TARGET = … }game/common/scripted_effects/00_prison_effects.txt, line 2398 (34 lines). Parameters: $IMPRISONER$, $TARGET$.
prisoner_of_war_capture_effect is a scripted effect in Crusader Kings III, written at line 2398 of its file. A call passes 2 parameters: IMPRISONER and TARGET. The game's script calls it in 5 places, among them Contract: Fight Corruption (event ep3_contract_event.0095), Contract: Missionary Duties (event ep3_contract_event.0085) and Contract: Silence Missionaries (event ep3_contract_event.0083). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.
The comment above it in the file
A lite version of imprison_character_effect without opinion penalties or other consequences (as they were captured in war, not at your command)
What it does
If
scope:new_target:One of these
is_playable_character = yesor
is_close_or_extended_family_of = liegeor
is_spouse_of = liege
Then
scope:imprisoner:imprison = { target = scope:new_target type = house_arrest }
Otherwise
scope:imprisoner:imprison = { target = scope:new_target type = dungeon }
imprison_hostage_tooltip_effect = { WHO = scope:new_target }
• 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 (34 lines of game script)
prisoner_of_war_capture_effect = {
$TARGET$ = { save_temporary_scope_as = new_target }
$IMPRISONER$ = { save_temporary_scope_as = imprisoner }
if = {
limit = {
scope:new_target = {
exists = liege
OR = {
is_playable_character = yes
is_close_or_extended_family_of = liege
is_spouse_of = liege
}
}
}
scope:imprisoner = {
imprison = {
target = scope:new_target
type = house_arrest
}
}
}
else = {
scope:imprisoner = {
imprison = {
target = scope:new_target
type = dungeon
}
}
}
imprison_hostage_tooltip_effect = { WHO = scope:new_target }
}As written in game/common/scripted_effects/00_prison_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls prisoner_of_war_capture_effect.
Events (5)
- Contract: Fight Corruption
ep3_contract_event.0095 - Contract: Missionary Duties
ep3_contract_event.0085 - Contract: Silence Missionaries
ep3_contract_event.0083 - raiding.0013
- siege.0001
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.