Scripted effect · All Under Heaven files
bloc_leader_change_aspiration_cohesion_effect
bloc_leader_change_aspiration_cohesion_effect = yesgame/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt, line 1049 (46 lines). No parameters.
bloc_leader_change_aspiration_cohesion_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 1049 of its file. It takes no parameters: bloc_leader_change_aspiration_cohesion_effect = yes. The game's script calls it in 1 place, among them tgp_house_blocs.0010 (event). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt.
What it does
If
a check the game hides
Then
If
scope:house.house_confederation.leading_house ?= scope:house
Then
scope:house.house_confederation:tgp_bloc_change_cohesion_effect = { VALUE = bloc_leader_change_aspiration_cohesion_value ICON = scope:house.house_head REASON = leader_aspiration }
Else if
scope:house:has_same_house_aspiration_as = scope:house.house_confederation.leading_house
Then
- Every player:
- Where:
house.house_confederation ?= scope:house.house_confederation
- This matches the Leading House's Aspiration (…)
- Where:
Otherwise
- Every player:
- Where:
house.house_confederation ?= scope:house.house_confederation
- This differs from the Leading House's … Aspiration (…)
- Where:
• 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 (46 lines of game script)
bloc_leader_change_aspiration_cohesion_effect = {
if = {
limit = { exists = scope:house.house_confederation }
if = {
limit = { scope:house.house_confederation.leading_house ?= scope:house }
scope:house.house_confederation = {
tgp_bloc_change_cohesion_effect = {
VALUE = bloc_leader_change_aspiration_cohesion_value
ICON = scope:house.house_head
REASON = leader_aspiration
}
}
}
else_if = {
limit = {
scope:house = { has_same_house_aspiration_as = scope:house.house_confederation.leading_house }
}
# Message
every_player = {
limit = { house.house_confederation ?= scope:house.house_confederation }
send_interface_message = {
type = msg_house_bloc_cohesion_change_good
title = msg_bloc_member_aspiration_changed
left_icon = scope:house.house_head
right_icon = scope:house
desc = msg_bloc_member_aspiration_changed_tt
custom_tooltip = msg_bloc_member_aspiration_match_tt
}
}
}
else = {
# Message
every_player = {
limit = { house.house_confederation ?= scope:house.house_confederation }
send_interface_message = {
type = msg_house_bloc_cohesion_change_bad
title = msg_bloc_member_aspiration_changed
left_icon = scope:house.house_head
right_icon = scope:house
desc = msg_bloc_member_aspiration_changed_tt
custom_tooltip = msg_bloc_member_aspiration_diverge_tt
}
}
}
}
}As written in game/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls bloc_leader_change_aspiration_cohesion_effect.
Events (1)
Source: game/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.