Scripted effect
clan_convert_capital_effect
clan_convert_capital_effect = yesgame/common/scripted_effects/00_holding_effects.txt, line 66 (20 lines). No parameters.
clan_convert_capital_effect is a scripted effect in Crusader Kings III, written at line 66 of its file. It takes no parameters: clan_convert_capital_effect = yes. The game's script calls it in 2 places, among them Adopted Clan Ways (event tgp_east_asia_decision_events.0030) and mandala_adopt_clan_government_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_holding_effects.txt.
What it does
- Their capital province:
If
NOT = { has_holding_type = temple_citadel_holding }NOT = { has_holding_type = castle_holding }
Then
- The Realm Capital Holding will become a Castle Holding
• 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 (20 lines of game script)
clan_convert_capital_effect = {
capital_province ?= {
if = {
limit = {
NOR = {
has_holding_type = temple_citadel_holding
has_holding_type = castle_holding
}
}
custom_tooltip = realm_capital_will_change_to_castle
hidden_effect = {
if = {
limit = { holding_is_tribal = yes }
holding_pre_feudalize_effect = yes
}
set_holding_type = castle_holding
}
}
}
}As written in game/common/scripted_effects/00_holding_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls clan_convert_capital_effect.
Events (1)
- Adopted Clan Ways
tgp_east_asia_decision_events.0030
Scripted effects (1)
Source: game/common/scripted_effects/00_holding_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.