Scripted effect
give_worldly_type_reward_effect
give_worldly_type_reward_effect = yesgame/common/scripted_effects/00_pilgrimage_effects.txt, line 673 (202 lines). No parameters.
give_worldly_type_reward_effect is a scripted effect in Crusader Kings III, written at line 673 of its file. It takes no parameters: give_worldly_type_reward_effect = yes. The game's script calls it in 1 place, among them give_pilgrimage_reward_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_pilgrimage_effects.txt.
The comment above it in the file
If we have the Worldly Pilgrimage, determine what reward we are getting
What it does
If
a check the game hides
Then
If
a check the game hides
Then
If
a check the game hides
Then
If
a check the game hides
Then
• 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)
give_worldly_type_reward_effect = {
if = {
limit = { has_character_flag = perfect_worldly_reward }
if = {
limit = {
root.culture.culture_head = root
current_travel_plan = {
any_in_list = {
variable = visited_cultures_list
count > 0
}
}
}
current_travel_plan = {
if = {
limit = {
any_in_list = {
variable = visited_cultures_list
count > 5
}
}
every_in_list = {
variable = visited_cultures_list
custom = pilgrimage_cultural_acceptance_all_encountered.tt
change_cultural_acceptance = {
target = root.culture
value = pilgrimage_perfect_worldly_acceptance_value
desc = cultural_acceptance_gain_worldly_pilgrimage
}
}
}
else = {
every_in_list = {
variable = visited_cultures_list
custom = pilgrimage_cultural_acceptance_all_encountered.tt
change_cultural_acceptance = {
target = root.culture
value = pilgrimage_perfect_worldly_acceptance_value
desc = cultural_acceptance_gain_worldly_pilgrimage
}
}
}
}
}
else = {
add_character_modifier = {
modifier = pilgrimage_perfect_worldly_reward_modifier
years = 5
}
}
}
if = {
limit = { has_character_flag = high_worldly_reward }
if = {
limit = {
root.culture.culture_head = root
current_travel_plan = {
any_in_list = {
variable = visited_cultures_list
count > 0
}
}
}
current_travel_plan = {
if = {
limit = {
any_in_list = {
variable = visited_cultures_list
count > 5
}
}
every_in_list = {
variable = visited_cultures_list
custom = pilgrimage_cultural_acceptance_all_encountered.tt
change_cultural_acceptance = {
target = root.culture
value = pilgrimage_high_worldly_acceptance_value
desc = cultural_acceptance_gain_worldly_pilgrimage
}
}
}
else = {
every_in_list = {
variable = visited_cultures_list
custom = pilgrimage_cultural_acceptance_all_encountered.tt
change_cultural_acceptance = {
target = root.culture
value = pilgrimage_high_worldly_acceptance_value
desc = cultural_acceptance_gain_worldly_pilgrimage
}
}
}
}
}
else = {
add_character_modifier = {
modifier = pilgrimage_high_worldly_reward_modifier
years = 5
}
}
}
if = {
limit = { has_character_flag = mid_worldly_reward }
if = {
limit = {
root.culture.culture_head = root
current_travel_plan = {
any_in_list = {
variable = visited_cultures_list
count > 0
}
}
}
current_travel_plan = {
if = {
limit = {
any_in_list = {
variable = visited_cultures_list
count > 3
}As written in game/common/scripted_effects/00_pilgrimage_effects.txt.
The first 120 of its 202 lines; the rest is in game/common/scripted_effects/00_pilgrimage_effects.txt from line 673.
Where it is used
Every place in common/, events/ and history/ that calls give_worldly_type_reward_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_pilgrimage_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.