Scripted effect · All Under Heaven files
creator_mandala_built_regular_holding_piety_effect
creator_mandala_built_regular_holding_piety_effect = yesgame/common/scripted_effects/tgp_mandala_scripted_effects.txt, line 2063 (21 lines). No parameters.
creator_mandala_built_regular_holding_piety_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 2063 of its file. It takes no parameters: creator_mandala_built_regular_holding_piety_effect = yes. The game's script calls it in 2 places, among them Motte (building) and Village Center (building). Patch 1.20.1.2, from game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
What it does
scope:character:If
- Government uses the Mandala Capital Temple Complex Great Project and Great Building
- Their house:
has_house_aspiration_parameter = aspect_of_creation
is_house_head = yes
Then
add_piety = { … }
• 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 (21 lines of game script)
creator_mandala_built_regular_holding_piety_effect = {
if = {
limit = {
NOT = { exists = scope:character }
}
county.holder = { save_scope_as = character }
}
scope:character = {
if = {
limit = {
government_has_flag = government_is_mandala
house ?= { has_house_aspiration_parameter = aspect_of_creation }
is_house_head = yes
}
add_piety = {
value = massive_piety_value
multiply = { value = creator_mandala_piety_gain_scale }
}
}
}
}As written in game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls creator_mandala_built_regular_holding_piety_effect.
Buildings (2)
Source: game/common/scripted_effects/tgp_mandala_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.