CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

try_create_pardon

try_create_pardon = yes

game/common/scripted_effects/00_alert_actions_effects.txt, line 17 (16 lines). No parameters.

try_create_pardon is a scripted effect in Crusader Kings III, written at line 17 of its file. It takes no parameters: try_create_pardon = yes. The game's script calls it in 1 place, among them Criminal can be Pardoned (important action). Patch 1.20.1.2, from game/common/scripted_effects/00_alert_actions_effects.txt.

What it does

  • If

    • target_is_liege_or_above = root
    • Is not imprisoned
    • You:
      • has_imprisonment_reason = prev

    Then

    • try_create_important_action = { important_action_type = action_can_pardon 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 (16 lines of game script)
try_create_pardon = {
	if = {
		limit = {
			target_is_liege_or_above = root
			is_imprisoned = no
			root = {
				has_imprisonment_reason = prev
			}
		}
		try_create_important_action = {
			important_action_type = action_can_pardon
			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_pardon.

Important actions (1)

  • Criminal can be Pardoned

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.

Spotted a mistake on this page?