Scripted effect · Roads to Power files
give_noble_family_title_effect
give_noble_family_title_effect = { GOVERNMENT_GIVER = … }game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 3370 (78 lines). Parameters: $GOVERNMENT_GIVER$.
give_noble_family_title_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 3370 of its file. A call passes 1 parameter: GOVERNMENT_GIVER. The game's script calls it in 2 places, among them create_noble_family_effect (scripted effect) and procure_estate_interaction_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
$GOVERNMENT_GIVER$ = { … }- scope:new_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 (78 lines of game script)
give_noble_family_title_effect = {
$GOVERNMENT_GIVER$ = {
switch = {
trigger = has_government
japan_administrative_government = { # Japan has count level NFs
prev = {
give_noble_family_title = {
name = noble_family_name
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = japan_administrative_government
save_scope_as = new_title
}
}
}
japan_feudal_government = { # Japan has count level NFs
prev = {
give_noble_family_title = {
name = noble_family_name
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = japan_feudal_government
save_scope_as = new_title
}
}
}
celestial_government = { # China has different government
prev = {
give_noble_family_title = {
name = noble_family_name
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = celestial_government
save_scope_as = new_title
}
trigger_event = {
id = tgp_china_career.0001
days = { 2 5 }
}
}
}
meritocratic_government = { # Meritocratic has different government
prev = {
give_noble_family_title = {
name = noble_family_name
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = meritocratic_government
save_scope_as = new_title
}
}
}
steppe_admin_government = { # Steppe Admin has different government
prev = {
give_noble_family_title = {
name = noble_family_name
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = steppe_admin_government
save_scope_as = new_title
}
}
}
fallback = {
prev = {
give_noble_family_title = {
name = noble_family_name
tier = duchy
article = DEFAULT_TITLE_NAME_ARTICLE
government = administrative_government
save_scope_as = new_title
}
}
}
}
}
scope:new_title ?= { set_coa = prev.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 give_noble_family_title_effect.
Scripted effects (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.