Scripted effect
create_holy_order_accompanying_effect
create_holy_order_accompanying_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 71 (111 lines). No parameters.
create_holy_order_accompanying_effect is a scripted effect in Crusader Kings III, written at line 71 of its file. It takes no parameters: create_holy_order_accompanying_effect = yes. The game's script calls it in 5 places, among them Found Military Order (decision), Found the Assassins (decision) and A Bold Gesture (event coronation_events.1032). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
- If the Head of Faith › Their faith’s head of faith: Opinion: Founded Military Order
- If does not have the Modifier: Founded Military Order:
- Gains the modifier “Founded Military Order” for 5 years
- Their faith: Fervor increases by +5
• 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 (111 lines of game script)
create_holy_order_accompanying_effect = {
hidden_effect = {
if = { # set up currencies for the HO leader, has to be saved as scope:leader
limit = {
exists = scope:leader
}
scope:leader = {
add_gold = 100 #So that they have some money to lend out
add_piety_level = 2
add_gold = holy_order_starting_gold
#Get rid of non-martial gender courtiers before they get armored up
every_courtier = {
limit = {
NOT = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:leader }
}
}
scope:leader = {
remove_courtier_or_guest = prev
}
}
every_courtier = {
add_trait = order_member
}
}
# send messages
send_interface_toast = {
type = holy_order_founded_message
desc = i_created_holy_order_message
left_icon = scope:leader
right_icon = scope:new_holy_order.title
}
if = {
limit = {
has_personal_tenet_flag = leasing_to_military_order_give_spiritual_fulfillment_personal
faith = scope:leader.faith
}
send_interface_toast = {
type = event_generic_good
title = leasing_to_military_order_give_spiritual_fulfillment_personal_toast
change_spiritual_fulfillment = medium_spiritual_fulfillment_value
}
}
}
# send messages to relevant characters that HO got created
save_scope_as = holy_order_creator
every_player = {
limit = {
faith = scope:holy_order_creator.faith
this != scope:holy_order_creator
}
send_interface_message = {
type = holy_order_founded_message
desc = someone_created_holy_order_message
left_icon = scope:holy_order_creator
right_icon = scope:new_holy_order.title
}
}
every_neighboring_top_liege_realm_owner = {
limit = {
faith != scope:holy_order_creator.faith
}
send_interface_message = {
type = enemy_holy_order_founded_message
desc = other_faith_neighbor_created_holy_order_message
left_icon = scope:holy_order_creator
right_icon = scope:new_holy_order.title
}
}
# get the achievements for creating a HO
add_achievement_flag_effect = { FLAG = achievement_non_nobis_domine_flag }
if = {
limit = { exists = global_var:started_give_a_dog_a_bone_achievement }
add_achievement_global_variable_effect = {
VARIABLE = holy_order_give_a_dog_a_bone_achievement
VALUE = yes
}
}
}
# gain opinion with your HoF, if you have one and it's not you
if = {
limit = {
exists = faith.religious_head
faith.religious_head != root
}
faith.religious_head = {
add_opinion = {
target = root
modifier = founded_holy_order_opinion
}
}
}
# get a nice modifier
if = {
limit = {
NOT = { has_character_modifier = founded_holy_order_modifier }
}
add_character_modifier = {
modifier = founded_holy_order_modifier
years = 5
}
}
# and boost the fervor
faith = {
change_fervor = {
value = significant_fervor_gain
desc = fervor_gain_holy_order_founded
}
}
}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_holy_order_accompanying_effect.
Decisions (2)
Events (1)
- A Bold Gesture
coronation_events.1032
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.