CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

decommission_temple_decline_effect

decommission_temple_decline_effect = yes

game/common/scripted_effects/tgp_mandala_scripted_effects.txt, line 2169 (17 lines). No parameters.

decommission_temple_decline_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 2169 of its file. It takes no parameters: decommission_temple_decline_effect = yes. The game's script calls it in 1 place, among them Decommission Temple (interaction). 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 (17 lines of game script)
decommission_temple_decline_effect = {
	if = {
		limit = { is_vassaL_of = scope:actor }
		start_war = {
			casus_belli = independence_war
			target = scope:actor
		}
	}
	else = {
		mandala_end_tributary_with_notification_effect = yes
	}
	progress_towards_rival_effect = {
		REASON = rival_ruined_temple_building
		CHARACTER = scope:actor
		OPINION = -100
	}
}

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_decline_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.

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