Scripted effect
create_cadet_house_with_name_effect
create_cadet_house_with_name_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 2900 (101 lines). No parameters.
create_cadet_house_with_name_effect is a scripted effect in Crusader Kings III, written at line 2900 of its file. It takes no parameters: create_cadet_house_with_name_effect = yes. The game's script calls it in 2 places, among them create_noble_family_effect (scripted effect) and found_cadet_house_decision_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
The comment above it in the file
Cultural variation for Cadet Branch Naming:
What it does
add_achievement_flag_effect = { FLAG = achievement_a_house_of_my_own_flag }save_best_location_for_house_name_effect = yesIf
- Is landed
- Highest held Title is at most Duchy Rank
One of these
- Their culture: The Culture has the Frankish Cultural Pillar
or
Their top liege:- Holds France
- Their culture: The Culture has the Frankish Cultural Pillar
Then
create_cadet_branch = { prefix = dynnp_de name = cadet_name_style_primary_title save_scope_as = new_house }
Else if
- Their culture:
One of these
Then
create_cadet_branch = { name = cadet_name_style_barony_dynasty save_scope_as = new_house }scope:new_house:generate_coa = yes
Else if
- Their culture:
Then
create_cadet_branch = { name = cadet_name_style_county_dynasty save_scope_as = new_house }scope:new_house:generate_coa = yes
Else if
- Their culture:
Then
create_cadet_branch = { … }scope:new_house:generate_coa = yes
• 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 (101 lines of game script)
create_cadet_house_with_name_effect = {
add_achievement_flag_effect = { FLAG = achievement_a_house_of_my_own_flag }
house.house_head = {
save_scope_as = former_house_head
}
house = {
save_scope_as = former_house
}
save_scope_as = new_head
save_scope_as = new_house_head # don't ask
save_best_location_for_house_name_effect = yes
if = { # Prefixed Primary Title - (PREFIX) (TITLE)
limit = {
is_landed = yes
highest_held_title_tier <= tier_duchy
OR = {
culture = { has_cultural_pillar = heritage_frankish }
top_liege = {
has_title = title:k_france
culture = { has_cultural_pillar = heritage_frankish }
}
}
}
create_cadet_branch = {
prefix = dynnp_de
name = cadet_name_style_primary_title
save_scope_as = new_house
}
}
else_if = { # Barony Dynasty - (BARONY) (DYNASTY)
limit = {
culture = {
OR = {
culture_uses_barony_dynasty_names_trigger = yes
culture_uses_barony_dynasty_names_only_branch_trigger = yes
}
}
}
create_cadet_branch = {
name = cadet_name_style_barony_dynasty
save_scope_as = new_house
}
scope:new_house ?= { generate_coa = yes } # Avoid western style cadet CoA
}
else_if = { # County Dynasty - (COUNTY) (DYNASTY)
limit = {
culture = { culture_uses_county_dynasty_names_only_branch_trigger = yes }
}
create_cadet_branch = {
name = cadet_name_style_county_dynasty
save_scope_as = new_house
}
scope:new_house ?= { generate_coa = yes } # Avoid western style cadet CoA
}
else_if = { # Japanese - (PLACE)
limit = {
culture = { culture_uses_japanese_dynasty_names_trigger = yes }
}
create_cadet_branch = {
name = {
first_valid = {
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_random_barony }
desc = japanese_house_random_barony
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_primary_county }
desc = japanese_house_primary_county
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_barony }
desc = japanese_house_domicile_barony
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_county }
desc = japanese_house_domicile_county
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_first_name }
desc = japanese_house_first_name
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:custom }
desc = japanese_house_name_custom
}
triggered_desc = {
trigger = { exists = scope:new_head.var:new_japanese_house_name }
desc = japanese_house_name_flag
}
desc = japanese_house_name_fallback
}
}
save_scope_as = new_house
}
scope:new_house ?= { generate_coa = yes } # Avoid western style cadet CoA
}
else = { #Standard Name Generation
create_cadet_branch = { save_scope_as = new_house }
}
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls create_cadet_house_with_name_effect.
Scripted effects (2)
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.