Scripted effect · Roads to Power files
ep3_dynasty_legacy_add_legitimacy_effect
ep3_dynasty_legacy_add_legitimacy_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 4004 (88 lines). No parameters.
ep3_dynasty_legacy_add_legitimacy_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 4004 of its file. It takes no parameters: ep3_dynasty_legacy_add_legitimacy_effect = yes. The game's script calls it in 2 places, among them Feast (activity) and Grand Wedding (activity). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
scope:activity:If
scope:host:- they has administrative government mechanic
One of these
- Their dynasty: The Dynasty has the House and Home Legacy
or
top_participant_group:dynastic_cycle:participant_group_type = conservative_movement
activity_location = { … }
Then
activity_location = { … }scope:host:
• 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 (88 lines of game script)
ep3_dynasty_legacy_add_legitimacy_effect = {
scope:activity = {
if = {
limit = {
scope:host = {
government_has_mechanic = administrative
OR = {
dynasty = { has_dynasty_perk = ep3_administrative_legacy_3 }
top_participant_group:dynastic_cycle ?= {
participant_group_type = conservative_movement
}
}
}
# Does the activity location have a domicile owned by a house member
# Does that domicile have the Reception Hall building
activity_location = {
any_province_domicile = {
owner = { house ?= scope:host.house }
OR = {
has_domicile_building_or_higher = reception_hall_01
has_domicile_building_or_higher = east_asian_estate_reception_hall_01
}
}
}
}
activity_location = {
random_province_domicile = {
limit = {
owner = { house ?= scope:host.house }
OR = {
has_domicile_building_or_higher = reception_hall_01
has_domicile_building_or_higher = east_asian_estate_reception_hall_01
}
}
owner = { save_scope_as = reception_hall_owner }
}
}
scope:host = {
house = {
if = {
limit = {
NOT = {
has_variable = ep3_legacy_legitimacy_counter
}
}
# Set the initial value
set_variable = {
name = ep3_legacy_legitimacy_counter
value = 10
}
}
else = {
change_variable = {
name = ep3_legacy_legitimacy_counter
add = 10
}
}
}
if = {
limit = {
primary_title.tier >= tier_empire
}
send_interface_toast = {
type = event_toast_effect_good
title = ep3_dynasty_legacy_gain_legitimacy_effect_title
left_icon = scope:host
right_icon = scope:host.primary_title
add_legitimacy = 10
}
}
else = {
house = {
every_house_member = {
limit = { is_ai = no }
send_interface_message = {
type = event_generic_good_text
title = ep3_dynasty_legacy_add_legitimacy_effect_title
desc = ep3_dynasty_legacy_add_legitimacy_effect_desc
left_icon = scope:host
right_icon = house
}
}
}
}
}
}
}
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls ep3_dynasty_legacy_add_legitimacy_effect.
Activities (2)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.