Scripted effect
sacrifice_prisoner_effect
sacrifice_prisoner_effect = { EXECUTIONER = … VICTIM = … }game/common/scripted_effects/00_prison_effects.txt, line 1482 (160 lines). Parameters: $EXECUTIONER$, $VICTIM$.
sacrifice_prisoner_effect is a scripted effect in Crusader Kings III, written at line 1482 of its file. A call passes 2 parameters: EXECUTIONER and VICTIM. The game's script calls it in 1 place, among them Befriend: Friendly Offering (event befriend_ongoing.9105). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.
The comment above it in the file
Used for religious sacrifice
What it does
scope:executioner:If
One of these
is_close_family_of = scope:victimor
scope:victim:tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom }
Then
- Dread +30
Else if
One of these
scope:victim:tier_or_related_liege_tier_equal_trigger = { TIER = tier_duchy }
or
scope:victim:tier_or_related_liege_tier_equal_trigger = { TIER = tier_county }
Then
- Dread +20
Otherwise
- Dread +10
If
- Their faith is the same as that of victim
None of these
- scope:executioner.rite: The rite has Executions earn Piety instead of costing Piety
Then
- Gain -50 Piety
- If has the Trait: Sadistic: Stress and fulfillment impact: by trait: Sadistic -30
If
- Has the Trait: Zealous
scope:executioner.faith != scope:victim.faithNone of these
- scope:executioner.rite: The rite has Executions earn Piety instead of costing Piety
Then
- Stress and fulfillment impact: by trait: Zealous -15
If
- Has the Trait: Zealous
scope:executioner.faith != scope:victim.faith- scope:executioner.rite: The rite has Executions earn Piety instead of costing Piety
Then
- Stress and fulfillment impact: by trait: Zealous -30
add_kinslayer_trait_or_nothing_effect = { VICTIM = scope:victim }
execute_opinion_effect = { VICTIM = scope:victim EXECUTIONER = scope:executioner }$VICTIM$ = { … }
• 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 (120 lines of game script)
sacrifice_prisoner_effect = {
$VICTIM$ = {
save_scope_as = victim
}
$EXECUTIONER$ = {
save_scope_as = executioner
}
scope:executioner = {
if = {
limit = {
OR = {
#is_spouse_of = scope:victim
is_close_family_of = scope:victim
scope:victim = { tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom } } #Kingdom & empire
}
}
add_dread = major_dread_gain
}
else_if = {
limit = {
OR = {
scope:victim = { tier_or_related_liege_tier_equal_trigger = { TIER = tier_duchy } }
scope:victim = { tier_or_related_liege_tier_equal_trigger = { TIER = tier_county } }
}
}
add_dread = medium_dread_gain
}
else = {
add_dread = minor_dread_gain
}
if = {
limit = {
faith = scope:victim.faith
NOT = {
scope:executioner.rite = {
rite_has_parameter = human_sacrifice_active
}
}
}
add_piety = minor_piety_loss
}
else_if = {
limit = {
scope:executioner.rite = {
rite_has_parameter = human_sacrifice_active
}
}
if = {
limit = {
scope:victim = {
highest_held_title_tier = 5
}
}
add_piety = massive_piety_gain
}
else_if = {
limit = {
scope:victim = {
highest_held_title_tier = 4
}
}
add_piety = major_piety_gain
}
else_if = {
limit = {
scope:victim = {
highest_held_title_tier = 3
}
}
add_piety = medium_piety_gain
}
else_if = {
limit = {
scope:victim = {
highest_held_title_tier = 2
}
}
add_piety = minor_piety_gain
}
else_if = {
limit = {
scope:victim = {
highest_held_title_tier = 1
}
}
add_piety = miniscule_piety_gain
}
}
# Stress loss
if = {
limit = {
has_trait = sadistic
}
stress_and_fulfillment_impact = {
sadistic = medium_stress_impact_loss
}
}
if = {
limit = { #Killing infidels is relaxing
has_trait = zealous
scope:executioner.faith != scope:victim.faith
NOT = {
scope:executioner.rite = {
rite_has_parameter = human_sacrifice_active
}
}
}
stress_and_fulfillment_impact = {
zealous = minor_stress_impact_loss
}
}
if = {
limit = { #Even more so if the religion is in favor of doing it.
has_trait = zealous
scope:executioner.faith != scope:victim.faith
scope:executioner.rite = {
rite_has_parameter = human_sacrifice_activeAs written in game/common/scripted_effects/00_prison_effects.txt.
The first 120 of its 160 lines; the rest is in game/common/scripted_effects/00_prison_effects.txt from line 1482.
Where it is used
Every place in common/, events/ and history/ that calls sacrifice_prisoner_effect.
Events (1)
- Befriend: Friendly Offering
befriend_ongoing.9105
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.