Scripted effect · All Under Heaven files
decommission_temple_accept_effect
decommission_temple_accept_effect = yesgame/common/scripted_effects/tgp_mandala_scripted_effects.txt, line 2144 (24 lines). No parameters.
decommission_temple_accept_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 2144 of its file. It takes no parameters: decommission_temple_accept_effect = yes. The game's script calls it in 1 place, among them Decommission Temple (interaction). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
What it does
• 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 (24 lines of game script)
decommission_temple_accept_effect = {
custom_tooltip = {
text = decommission_mandala_temple_effect_tt
capital_province = {
if = {
limit = { has_building_with_flag = mandala_capital_building }
ruin_great_building = yes
}
}
}
if = {
limit = { has_character_flag = devaraja_flag }
remove_character_flag = devaraja_flag
}
if = {
limit = { has_character_modifier = mandala_rise_from_the_ashes_modifier }
remove_character_modifier = mandala_rise_from_the_ashes_modifier
}
add_opinion = {
target = scope:actor
modifier = ruined_my_temple_opinion
opinion = -50
}
}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 decommission_temple_accept_effect.
Character interactions (1)
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.