Scripted effect
change_to_administrative_holding_effect
change_to_administrative_holding_effect = yesgame/common/scripted_effects/00_administrative_effects.txt, line 23 (23 lines). No parameters.
change_to_administrative_holding_effect is a scripted effect in Crusader Kings III, written at line 23 of its file. It takes no parameters: change_to_administrative_holding_effect = yes. The game's script calls it in 1 place, among them change_to_administrative_effect (scripted effect). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_administrative_effects.txt.
What it does
- Their capital province:
- Their county:
• 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 (23 lines of game script)
change_to_administrative_holding_effect = {
# Structured like this for clean tooltips
capital_province = {
if = {
limit = { holding_is_tribal = yes }
county.holder = { custom_tooltip = change_to_administrative_holding_tt }
hidden_effect = {
holding_pre_feudalize_effect = yes
set_holding_type = castle_holding
}
}
county = {
if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
holder = { custom_tooltip = change_to_administrative_permafrost_tt }
}
else_if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
holder = { custom_tooltip = change_to_administrative_permafrost_bad_tt }
}
}
}
}As written in game/common/scripted_effects/00_administrative_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls change_to_administrative_holding_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_administrative_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.