Scripted effect
give_new_noble_family_title_effect
give_new_noble_family_title_effect = yesgame/common/scripted_effects/00_administrative_effects.txt, line 379 (24 lines). No parameters.
give_new_noble_family_title_effect is a scripted effect in Crusader Kings III, written at line 379 of its file. It takes no parameters: give_new_noble_family_title_effect = yes. The game's script calls it in 2 places, among them on_title_gain (on action) and ep3_become_landed_transfer_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_administrative_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 (24 lines of game script)
give_new_noble_family_title_effect = {
if = {
limit = {
is_house_head = yes
government_allows = noble_families
trigger_if = {
limit = {
government_has_flag = government_has_county_tier_noble_families
}
highest_held_title_tier >= tier_county
}
trigger_else = { highest_held_title_tier >= tier_duchy }
liege = {
government_allows = noble_families
}
trigger_if = {
limit = { any_held_title = { is_noble_family_title = yes } }
has_domicile = no
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
domicile ?= { set_up_domicile_estate_effect = yes }
}
}As written in game/common/scripted_effects/00_administrative_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls give_new_noble_family_title_effect.
On actions (the game's own hooks) (1)
- on_title_gain
Scripted effects (1)
Source: game/common/scripted_effects/00_administrative_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.