Scripted effect
defenders_of_highgod_decision_hall_of_heroes_effect
defenders_of_highgod_decision_hall_of_heroes_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects_2.txt, line 1 (13 lines). No parameters.
defenders_of_highgod_decision_hall_of_heroes_effect is a scripted effect in Crusader Kings III, written at line 1 of its file. It takes no parameters: defenders_of_highgod_decision_hall_of_heroes_effect = yes. The game's script calls it in 1 place, among them defenders_of_highgod_decision_effects (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects_2.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (13 lines of game script)
defenders_of_highgod_decision_hall_of_heroes_effect = {
set_variable = {
name = hall_of_heroes
value = yes
}
hidden_effect = {
if = {
limit = { has_special_building_slot = no }
add_special_building_slot = hall_of_heroes_01
}
}
add_special_building = hall_of_heroes_01
}As written in game/common/scripted_effects/00_major_decisions_scripted_effects_2.txt.
Where it is used
Every place in common/, events/ and history/ that calls defenders_of_highgod_decision_hall_of_heroes_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_major_decisions_scripted_effects_2.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.