Scripted effect
assign_landed_realm_priest_effect
assign_landed_realm_priest_effect = yesgame/common/scripted_effects/00_councillor_effects.txt, line 1122 (73 lines). No parameters.
assign_landed_realm_priest_effect is a scripted effect in Crusader Kings III, written at line 1122 of its file. It takes no parameters: assign_landed_realm_priest_effect = yes. The game's script calls it in 2 places, among them on_game_start_after_lobby (on action) and Court Chaplain (council positions). Patch 1.20.1.2, from game/common/scripted_effects/00_councillor_effects.txt.
The comment above it in the file
Runs on the council owner
What it does
If
scope:chosen_realm_priest:can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
NOT = { cp:councillor_court_chaplain ?= scope:chosen_realm_priest }
Then
assign_councillor_type = { type = councillor_court_chaplain remove_existing_councillor = yes target = scope:chosen_realm_priest }
• 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 (73 lines of game script)
assign_landed_realm_priest_effect = {
save_temporary_scope_as = realm_priest_liege
if = {
limit = {
capital_county.clerical_region_title.holder ?= {
can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
}
}
capital_county.clerical_region_title.holder = {
save_temporary_scope_as = chosen_realm_priest
}
}
else_if = {
limit = {
any_vassal = {
can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
capital_county.clerical_region_title.holder ?= this
}
}
ordered_vassal = {
limit = {
can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
capital_county.clerical_region_title.holder ?= this
}
order_by = capital_county.clerical_region_title.clerical_region_size
position = 0
save_temporary_scope_as = chosen_realm_priest
}
}
else_if = {
limit = {
faith.religious_head ?= {
can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
}
}
faith.religious_head = {
save_temporary_scope_as = chosen_realm_priest
}
}
else_if = {
limit = {
any_vassal = {
can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
}
}
ordered_vassal = {
limit = {
can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
}
order_by = learning
position = 0
save_temporary_scope_as = chosen_realm_priest
}
}
# We check again because scope:chosen_realm_priest can still be set from an earlier council owner
# Skip an already seated pick so repeat calls do not cycle the seat
if = {
limit = {
exists = scope:chosen_realm_priest
scope:chosen_realm_priest = {
can_be_landed_realm_priest_trigger = { COURT_OWNER = scope:realm_priest_liege }
}
NOT = { cp:councillor_court_chaplain ?= scope:chosen_realm_priest }
}
assign_councillor_type = {
type = councillor_court_chaplain
remove_existing_councillor = yes
target = scope:chosen_realm_priest
}
}
}As written in game/common/scripted_effects/00_councillor_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls assign_landed_realm_priest_effect.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Council positions (1)
- Court Chaplain
Source: game/common/scripted_effects/00_councillor_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.