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

declare_bloodline_holy_decision_effect

declare_bloodline_holy_decision_effect = yes

game/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 1929 (81 lines). No parameters.

declare_bloodline_holy_decision_effect is a scripted effect in Crusader Kings III, written at line 1929 of its file. It takes no parameters: declare_bloodline_holy_decision_effect = yes. The game's script calls it in 2 places, among them Consecrate Bloodline (decision) and Sacred Lineage (event major_decisions.0100). Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects.txt.

What it does

  • Their faith: Fervor increases by +25
  • If

    • root.faith.religious_head = root

    Then

    • Gains the Trait The Savior
    • Your dynasty:
      • The dynasty gains +1,000 Renown
      • add_dynasty_prestige_level = 1

    Otherwise

  • Every child:
    • Event major_decisions.0101
    • Every child:
      • Where:
        • One of these

          • is_grandchild_of = scope:progenitor_holy_blood
          • or

            is_great_grandchild_of = scope:progenitor_holy_blood
      • Event major_decisions.0101
      • Every child:
        • Where:
          • One of these

            • is_grandchild_of = scope:progenitor_holy_blood
            • or

              is_great_grandchild_of = scope:progenitor_holy_blood
        • Event major_decisions.0101
  • If

    Then

• 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 (81 lines of game script)
declare_bloodline_holy_decision_effect = {
	save_scope_as = progenitor_holy_blood
	if = {
		limit = {
			NOT = {
				has_character_flag = con_blood_leg
			}
		}
		add_character_flag = con_blood_leg
		hidden_effect = {
			legend_seed_great_deed_dynasty_effect = yes
		}
	}

	faith = {
		set_variable = {
			name = variable_savior_found
			value = yes
		}
		change_fervor = {
			value = medium_fervor_gain
			desc = fervor_gain_holy_bloodline
		}
	}
	if = { #Temporal.
		limit = {
			root.faith.religious_head = root
		}
		add_trait = savior
		root.dynasty = {
			add_dynasty_prestige = 1000
			add_dynasty_prestige_level = 1
		}
	}
	else = { #Spiritual.
		add_trait = paragon
		root.dynasty = {
			add_dynasty_prestige = 500
		}
	}

	every_child = {
		even_if_dead = yes
		trigger_event = major_decisions.0101

		every_child = {
			even_if_dead = yes
			limit = {
				OR = {
					is_grandchild_of = scope:progenitor_holy_blood
					is_great_grandchild_of = scope:progenitor_holy_blood
				}
			}
			trigger_event = major_decisions.0101

			every_child = {
				even_if_dead = yes
				limit = {
					OR = {
						is_grandchild_of = scope:progenitor_holy_blood
						is_great_grandchild_of = scope:progenitor_holy_blood
					}
				}
				trigger_event = major_decisions.0101
			}
		}
	}
	# PAM - Catalysts
	if = {
		limit = {
			has_pam_dlc_trigger = yes
			religion = religion:christianity_religion
			situation:the_christian_church ?= {
				situation_top_has_catalyst = catalyst_the_christian_church_consecrated_bloodline
			}
		}
		situation:the_christian_church = {
			trigger_situation_catalyst = catalyst_the_christian_church_consecrated_bloodline
		}
	}
}

As written in game/common/scripted_effects/00_major_decisions_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls declare_bloodline_holy_decision_effect.

Events (1)

Source: game/common/scripted_effects/00_major_decisions_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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