CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

clan_convert_capital_effect

clan_convert_capital_effect = yes

game/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:

• 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)

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.

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