Scripted effect
accept_cannibalism_decision_effect
accept_cannibalism_decision_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 1178 (69 lines). No parameters.
accept_cannibalism_decision_effect is a scripted effect in Crusader Kings III, written at line 1178 of its file. It takes no parameters: accept_cannibalism_decision_effect = yes. The game's script calls it in 2 places, among them … Cannibalism (decision) and Divine Flesh (event major_decisions.1001). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
- The cost to adopt cannibal-friendly doctrines is significantly lowered
- You:
If
- Any spouse:
is_cannibal_trigger = no- Is played by the AI
Then
- Every spouse:
- Where:
is_cannibal_trigger = no- Is played by the AI
- Gains the Trait Cannibal
- Where:
- Any spouse:
If
- Any close family member:
is_cannibal_trigger = nois_playable_character = no- Is played by the AI
Then
- All your Close Family Members:
- Where:
is_cannibal_trigger = nois_playable_character = no- Is played by the AI
- Gains the Trait Cannibal
- Where:
- Any close family member:
If
- Any vassal:
is_cannibal_trigger = no- Is played by the AI
dread_modified_ai_boldness = { dreaded_character = root value <= -50 }
Then
- All your Intimidated vassals:
- Where:
is_cannibal_trigger = no- Is played by the AI
dread_modified_ai_boldness = { dreaded_character = root value <= -50 }
- Gains the Trait Cannibal
- Where:
- Any vassal:
- Gains the Nickname 'the Devourer'
• 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 (69 lines of game script)
accept_cannibalism_decision_effect = {
custom_tooltip = faith_accept_cannibalism
root.faith = {
set_variable = {
name = accepted_cannibalism
value = yes
}
}
root = {
if = {
limit = {
any_spouse = {
is_cannibal_trigger = no
is_ai = yes
}
}
every_spouse = {
limit = {
is_cannibal_trigger = no
is_ai = yes
}
add_trait = cannibal
}
}
if = {
limit = {
any_close_family_member = {
is_cannibal_trigger = no
is_playable_character = no
is_ai = yes
}
}
every_close_family_member = {
limit = {
is_cannibal_trigger = no
is_playable_character = no
is_ai = yes
}
custom = all_my_family_members
add_trait = cannibal
}
}
if = {
limit = {
any_vassal = {
is_cannibal_trigger = no
is_ai = yes
dread_modified_ai_boldness = { #all vassals that are intimidated
dreaded_character = root
value <= -50
}
}
}
every_vassal = {
limit = {
is_cannibal_trigger = no
is_ai = yes
dread_modified_ai_boldness = {
dreaded_character = root
value <= -50
}
}
custom = all_my_intimidated_vassals
add_trait = cannibal
}
}
}
give_nickname = nick_the_devourer
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls accept_cannibalism_decision_effect.
Decisions (1)
Events (1)
- Divine Flesh
major_decisions.1001
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.