Scripted effect
destroy_papacy_scripted_effect
destroy_papacy_scripted_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 1101 (91 lines). No parameters.
destroy_papacy_scripted_effect is a scripted effect in Crusader Kings III, written at line 1101 of its file. It takes no parameters: destroy_papacy_scripted_effect = yes. The game's script calls it in 2 places, among them Dismantle the Papacy (decision) and The Dissolution of the Papacy (event roman_restoration.0130). Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
What it does
- Gain +500 Piety
- Your faith: Fervor increases by +50
If
a check the game hides
Then
If
- Their faith: Has a Doctrine or Tenet with Executions earn Piety instead of costing Piety
Then
scope:scoped_pope:death = { death_reason = death_sacrificed_to_gods killer = root }
- Else, if their religion is Greco-Roman › scope:scoped_pope:
death = { death_reason = death_crucified killer = root }
- Otherwise › scope:scoped_pope:
set_character_faith = root.faithset_character_rite = root.rite
- Catholicism:
• 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 (91 lines of game script)
destroy_papacy_scripted_effect = {
save_scope_as = scoped_destroyer
if = {
limit = { exists = title:k_papal_state.holder }
title:k_papal_state.holder = { save_scope_as = scoped_pope }
}
if = {
limit = {
exists = scope:scoped_pope
scope:scoped_pope = { is_ai = no }
}
save_scope_value_as = { name = pope_was_player value = yes }
}
add_piety = massive_piety_gain
root.faith = {
change_fervor = {
value = major_fervor_gain
desc = fervor_gain_papacy_destroyed
}
}
# Destroy the papacy title if it exists.
if = {
limit = {
exists = title:k_papal_state
}
destroy_title = title:k_papal_state
}
# An AI Pope suffers a humiliating or tragic fate here. A player Pope instead gets roman_restoration.0132 and picks their own way out.
if = {
limit = {
exists = scope:scoped_pope
NOT = { exists = scope:pope_was_player }
}
if = {
limit = {
faith = {
has_doctrine_parameter = human_sacrifice_active
}
}
scope:scoped_pope = {
death = {
death_reason = death_sacrificed_to_gods
killer = root
}
}
}
else_if = {
limit = {
faith.religion = faith:hellenic_pagan.religion
}
scope:scoped_pope = {
death = {
death_reason = death_crucified
killer = root
}
}
}
else = {
scope:scoped_pope = {
set_character_faith = root.faith
set_character_rite = root.rite
}
}
if = {
limit = { scope:scoped_pope.gold > 0 }
scope:scoped_pope = {
hidden_effect = { remove_short_term_gold = scope:scoped_pope.gold }
}
}
}
# Catholicism is now sad.
faith:catholic = {
change_fervor = {
value = massive_fervor_loss
desc = fervor_loss_papacy_destroyed
}
if = {
limit = { has_doctrine = special_doctrine_ecumenical_christian }
remove_doctrine = special_doctrine_ecumenical_christian
}
if = {
limit = { has_doctrine = doctrine_spiritual_head }
remove_doctrine = doctrine_spiritual_head
hidden_effect = { add_doctrine = doctrine_no_head }
}
}
}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 destroy_papacy_scripted_effect.
Decisions (1)
Events (1)
- The Dissolution of the Papacy
roman_restoration.0130
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.