CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · By God Alone files

remove_puppet_modifiers_effect

remove_puppet_modifiers_effect = yes

game/common/scripted_effects/pam_effects.txt, line 13931 (89 lines). No parameters.

remove_puppet_modifiers_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 13931 of its file. It takes no parameters: remove_puppet_modifiers_effect = yes. The game's script calls it in 6 places, among them Fire Puppet (interaction), five_year_everyone_pulse (on action) and on_death (on action). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.

What it does

  • If

    • One of these

      • Has the Modifier: Advised by Political Puppetmaster
      • or

        Has the Modifier: Advised by Strategic Puppetmaster
      • or

        Has the Modifier: Advised by Shrewd Puppetmaster
      • or

        Has the Modifier: Advised by Cunning Puppetmaster
      • or

        Has the Modifier: Advised by Erudite Puppetmaster
      • or

        Has the Modifier: Advised by Skillful Puppetmaster
      • or

        Has the Modifier: Puppeted Toward Salvation
      • or

        Has the Modifier: Enthralled by Wicked Master
      • or

        Has the Modifier: Entrusted to Another
      • or

        Has the Modifier: Manipulated to Madness

    Then

    • If has the Modifier: Advised by Political Puppetmaster: Loses “Advised by Political Puppetmaster”
    • If has the Modifier: Advised by Strategic Puppetmaster: Loses “Advised by Strategic Puppetmaster”
    • If has the Modifier: Advised by Shrewd Puppetmaster: Loses “Advised by Shrewd Puppetmaster”
    • If has the Modifier: Advised by Cunning Puppetmaster: Loses “Advised by Cunning Puppetmaster”
    • If has the Modifier: Advised by Erudite Puppetmaster: Loses “Advised by Erudite Puppetmaster”
    • If has the Modifier: Advised by Skillful Puppetmaster: Loses “Advised by Skillful Puppetmaster”
    • If has the Modifier: Puppeted Toward Salvation: Loses “Puppeted Toward Salvation”
    • If has the Modifier: Puppeted Toward Salvation: Loses “Puppeted Toward Salvation”
    • If has the Modifier: Enthralled by Wicked Master: Loses “Enthralled by Wicked Master”
    • If has the Modifier: Entrusted to Another: Loses “Entrusted to Another”
    • If has the Modifier: Manipulated to Madness: Loses “Manipulated to Madness”

• 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 (89 lines of game script)
remove_puppet_modifiers_effect = {
	if = {
		limit = {
			OR = {
				has_character_modifier = skilled_puppeteer_modifier_diplomacy
				has_character_modifier = skilled_puppeteer_modifier_martial
				has_character_modifier = skilled_puppeteer_modifier_stewardship
				has_character_modifier = skilled_puppeteer_modifier_intrigue
				has_character_modifier = skilled_puppeteer_modifier_learning
				has_character_modifier = skilled_puppeteer_modifier_general
				has_character_modifier = spiritual_puppeteer_modifier_cleric
				has_character_modifier = spiritual_puppeteer_modifier_secular
				has_character_modifier = dreadful_puppeteer_modifier
				has_character_modifier = beloved_puppeteer_modifier
				has_character_modifier = deranging_puppeteer_modifier
			}
		}
		send_interface_toast = {
			type = event_toast_effect_neutral
			title = puppet_modifier_removal.t
			if = {
				limit = {
					has_character_modifier = skilled_puppeteer_modifier_diplomacy
				}
				remove_character_modifier = skilled_puppeteer_modifier_diplomacy
			}
			if = {
				limit = {
					has_character_modifier = skilled_puppeteer_modifier_martial
				}
				remove_character_modifier = skilled_puppeteer_modifier_martial
			}
			if = {
				limit = {
					has_character_modifier = skilled_puppeteer_modifier_stewardship
				}
				remove_character_modifier = skilled_puppeteer_modifier_stewardship
			}
			if = {
				limit = {
					has_character_modifier = skilled_puppeteer_modifier_intrigue
				}
				remove_character_modifier = skilled_puppeteer_modifier_intrigue
			}
			if = {
				limit = {
					has_character_modifier = skilled_puppeteer_modifier_learning
				}
				remove_character_modifier = skilled_puppeteer_modifier_learning
			}
			if = {
				limit = {
					has_character_modifier = skilled_puppeteer_modifier_general
				}
				remove_character_modifier = skilled_puppeteer_modifier_general
			}
			if = {
				limit = {
					has_character_modifier = spiritual_puppeteer_modifier_cleric
				}
				remove_character_modifier = spiritual_puppeteer_modifier_cleric
			}
			if = {
				limit = {
					has_character_modifier = spiritual_puppeteer_modifier_secular
				}
				remove_character_modifier = spiritual_puppeteer_modifier_secular
			}
			if = {
				limit = {
					has_character_modifier = dreadful_puppeteer_modifier
				}
				remove_character_modifier = dreadful_puppeteer_modifier
			}
			if = {
				limit = {
					has_character_modifier = beloved_puppeteer_modifier
				}
				remove_character_modifier = beloved_puppeteer_modifier
			}
			if = {
				limit = {
					has_character_modifier = deranging_puppeteer_modifier
				}
				remove_character_modifier = deranging_puppeteer_modifier
			}
		}
	}
}

As written in game/common/scripted_effects/pam_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls remove_puppet_modifiers_effect.

Character interactions (1)

On actions (the game's own hooks) (4)

  • five_year_everyone_pulse
  • on_death
  • on_player_character_change
  • yearly_playable_pulse

Source: game/common/scripted_effects/pam_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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