CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

found_witch_coven_decision_effects

found_witch_coven_decision_effects = yes

game/common/scripted_effects/00_decisions_effects.txt, line 1304 (20 lines). No parameters.

found_witch_coven_decision_effects is a scripted effect in Crusader Kings III, written at line 1304 of its file. It takes no parameters: found_witch_coven_decision_effects = yes. The game's script calls it in 1 place, among them Found Witch Coven (decision). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_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 (20 lines of game script)
found_witch_coven_decision_effects = {
	save_scope_as = founder
	custom_tooltip = found_witch_coven_decision_effects.children.tt
	custom_tooltip = found_witch_coven_decision_effects.convert.tt
	custom_tooltip = found_witch_coven_decision_effects.grand_rite.tt
	house = {
		add_house_modifier = {
			modifier = witch_coven
		}
	}
	# Check for the Volva achievement.
	if = {
		limit = {
			# DLC check.
			has_fp1_dlc_trigger = yes
			fp1_achievement_religious_norse_trigger = yes
		}
		add_achievement_flag_effect = { FLAG = volva_achievement_flag }
	}
}

As written in game/common/scripted_effects/00_decisions_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls found_witch_coven_decision_effects.

Decisions (1)

Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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