Scripted effect
declare_bloodline_holy_decision_effect
declare_bloodline_holy_decision_effect = yesgame/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
- Every child:
- Event major_decisions.0101
- Every child:
- Where:
One of these
is_grandchild_of = scope:progenitor_holy_bloodor
is_great_grandchild_of = scope:progenitor_holy_blood
- Event major_decisions.0101
- Every child:
- Where:
One of these
is_grandchild_of = scope:progenitor_holy_bloodor
is_great_grandchild_of = scope:progenitor_holy_blood
- Event major_decisions.0101
- Where:
- Where:
If
- Their religion is Christianity
- The Christian Church: The current phase counts “Ruler consecrates their bloodline”
Then
- The Christian Church: Counts toward the situation's next phase: “Ruler consecrates their bloodline”
• 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.
Decisions (1)
Events (1)
- Sacred Lineage
major_decisions.0100
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.