Scripted effect
try_create_lawfully_imprison
try_create_lawfully_imprison = yesgame/common/scripted_effects/00_alert_actions_effects.txt, line 1 (15 lines). No parameters.
try_create_lawfully_imprison is a scripted effect in Crusader Kings III, written at line 1 of its file. It takes no parameters: try_create_lawfully_imprison = yes. The game's script calls it in 1 place, among them Criminal can be Imprisoned (important action). Patch 1.20.1.2, from game/common/scripted_effects/00_alert_actions_effects.txt.
What it does
If
- Is not imprisoned
- You:
has_imprisonment_reason = prev
Then
try_create_important_action = { important_action_type = action_can_lawfully_imprison actor = root recipient = this }
• 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 (15 lines of game script)
try_create_lawfully_imprison = {
if = {
limit = {
is_imprisoned = no
root = {
has_imprisonment_reason = prev
}
}
try_create_important_action = {
important_action_type = action_can_lawfully_imprison
actor = root
recipient = this
}
}
}As written in game/common/scripted_effects/00_alert_actions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls try_create_lawfully_imprison.
Important actions (1)
- Criminal can be Imprisoned
Source: game/common/scripted_effects/00_alert_actions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.