Scripted effect · The Northern Lords files
forge_the_jomsvikings_scripted_effect
forge_the_jomsvikings_scripted_effect = yesgame/common/scripted_effects/01_dlc_fp1_scripted_effects.txt, line 509 (126 lines). No parameters.
forge_the_jomsvikings_scripted_effect is a scripted effect in Crusader Kings III, in the The Northern Lords files, written at line 509 of its file. It takes no parameters: forge_the_jomsvikings_scripted_effect = yes. The game's script calls it in 3 places, among them Forging the Jomsvikings (event fp1_major_decisions.0031), Forging the Jomsvikings (event fp1_major_decisions.0032) and fp1_jomsvikings.1011 (event). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
What it does
- A Military Order of your Faith will be founded · You become the order's Military Order Patron · You will select a non County Capital Barony as the order's Headquarters
If
- scope:designated_county › Any county province:
has_holding = no
Then
- scope:designated_county › One random county province:
- Where:
has_holding = no
set_holding_type = castle_holding
- Where:
- scope:designated_county › Any county province:
create_character = { template = fp1_jomsviking_bigwig location = scope:leased_barony.title_province save_scope_as = leader }create_holy_order_neutral_effect = { … }scope:leased_barony:set_title_name = b_jomsberg
create_holy_order_accompanying_effect = yes- scope:leader.primary_title: The coat of arms changes
• 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 (120 lines of game script)
forge_the_jomsvikings_scripted_effect = {
# Display simplified results.
custom_tooltip = create_holy_order_decision_effect_message
# Select a random county.
random_held_title = {
limit = { fp1_valid_county_for_jomsvikings_trigger = yes }
save_scope_as = designated_county
}
# Select an appropriate barony.
## If there's an empty space in the capital, we create a castle.
if = {
limit = {
scope:designated_county = {
any_county_province = { has_holding = no }
}
}
scope:designated_county = {
random_county_province = {
limit = { has_holding = no }
set_holding_type = castle_holding
barony = { save_scope_as = leased_barony }
}
}
}
## Otherwise, grab an existing non-capital castle/city.
else = {
scope:designated_county = {
random_county_province = {
limit = {
is_county_capital = no
OR = {
has_holding_type = castle_holding
has_holding_type = city_holding
}
}
barony = { save_scope_as = leased_barony }
}
}
}
# Create a suitable leader for the Jomsvikings.
create_character = {
template = fp1_jomsviking_bigwig
location = scope:leased_barony.title_province
save_scope_as = leader
}
# Create the actual Military Order.
create_holy_order_neutral_effect = {
LEADER = scope:leader
CAPITAL = scope:leased_barony
NEW_HO_SCOPE = new_holy_order
FOUNDER = scope:founder
ORDER_TYPE = military
}
# Make the local settlement Jomsberg.
## Rename it.
scope:leased_barony = { set_title_name = b_jomsberg }
## Give it some buildings.
hidden_effect = {
scope:leased_barony.title_province = {
# Walls & Towers.
if = {
limit = {
NOT = { has_building_or_higher = curtain_walls_01 }
}
# If it doesn't have a free building slot, give it one.
if = {
limit = { free_building_slots = 0 }
add_province_modifier = extra_building_slot
}
# Add the building.
add_building = curtain_walls_01
}
# Barracks.
if = {
limit = {
NOT = { has_building_or_higher = barracks_01 }
}
# If it doesn't have a free building slot, give it one.
if = {
limit = { free_building_slots = 0 }
add_province_modifier = extra_building_slot
}
# Add the building.
add_building = barracks_01
}
# Military Camps.
if = {
limit = {
NOT = { has_building_or_higher = military_camps_01 }
}
# If it doesn't have a free building slot, give it one.
if = {
limit = { free_building_slots = 0 }
add_province_modifier = extra_building_slot
}
# Add the building.
add_building = military_camps_01
}
}
}
## Mark it so it can be renamed if the order is ever destroyed.
set_global_variable = {
name = jomsberg_location
value = scope:leased_barony
}
# And the Grandmaster of Jomsberg certainly looks favourably on their patron.
## Hidden because the title doesn't play nicely with characters created in the same immediate block.
hidden_effect = {
scope:founder = { set_relation_friend = { reason = friend_forging_jomsvikings target = scope:leader } }
}
# Mark the Jomsvikings as existing & make them easily accessible
set_global_variable = {
name = jomsvikings_title
value = scope:leader.primary_title
}
# Some minor misc effects.
create_holy_order_accompanying_effect = yes
scope:leader.primary_title = { set_coa = ho_jomsvikings }
# Flag the Jomsvikings as forged.
hidden_effect = {As written in game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
The first 120 of its 126 lines; the rest is in game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt from line 509.
Where it is used
Every place in common/, events/ and history/ that calls forge_the_jomsvikings_scripted_effect.
Events (3)
- Forging the Jomsvikings
fp1_major_decisions.0031 - Forging the Jomsvikings
fp1_major_decisions.0032 - fp1_jomsvikings.1011
Source: game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.