Scripted effect
grab_best_monk_for_tenet_effect
grab_best_monk_for_tenet_effect = { TENET = … }game/common/scripted_effects/00_holy_order_effects.txt, line 591 (275 lines). Parameters: $TENET$.
grab_best_monk_for_tenet_effect is a scripted effect in Crusader Kings III, written at line 591 of its file. A call passes 1 parameter: TENET. The game's script calls it in 2 places, among them A Movement Rises in … (event holy_order.2050) and A New Monastic Order (event holy_order.2010). Patch 1.20.1.2, from game/common/scripted_effects/00_holy_order_effects.txt.
What it does
If
a check the game hides
Then
- 1 of 6 things will happen:
- 22%:
create_character = { … }
- 22%:
create_character = { … }
- 11%:
create_character = { … }
- 11%:
create_character = { … }
- 22%:
create_character = { … }
- 11%:
create_character = { … }
- 22%:
- 1 of 6 things will happen:
• 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)
grab_best_monk_for_tenet_effect = {
$TENET$ = {
save_scope_as = monk_grabbin_tenet
}
if = {
limit = {
exists = dynasty
}
dynasty = {
ordered_dynasty_member = {
order_by = learning
#Family member courtier
limit = {
is_close_family_of = scope:founder
house ?= scope:founder.house
is_courtier_of = scope:founder
potential_abbot_trigger = yes
OR = {
rite = {
rite_has_tenet = scope:monk_grabbin_tenet
}
has_personal_tenet = scope:monk_grabbin_tenet
}
}
#Family member
alternative_limit = {
is_close_family_of = scope:founder
house ?= scope:founder.house
is_ruler = no
in_diplomatic_range = scope:founder
potential_abbot_trigger = yes
#Don't steal players' courtiers
trigger_if = {
limit = {
is_courtier = yes
NOT = {
is_courtier_of = scope:founder
}
}
NOT = {
liege = {
is_ai = no
}
}
}
}
#House member courtier
alternative_limit = {
house ?= scope:founder.house
is_courtier_of = scope:founder
potential_abbot_trigger = yes
}
#House member
alternative_limit = {
house ?= scope:founder.house
is_ruler = no
in_diplomatic_range = scope:founder
potential_abbot_trigger = yes
#Don't steal players' courtiers
trigger_if = {
limit = {
is_courtier = yes
NOT = {
is_courtier_of = scope:founder
}
}
NOT = {
liege = {
is_ai = no
}
}
}
}
#dynasty member courtier
alternative_limit = {
is_courtier_of = scope:founder
potential_abbot_trigger = yes
}
#Dynasty member
alternative_limit = {
is_ruler = no
in_diplomatic_range = scope:founder
potential_abbot_trigger = yes
#Don't steal players' courtiers
trigger_if = {
limit = {
is_courtier = yes
NOT = {
is_courtier_of = scope:founder
}
}
NOT = {
liege = {
is_ai = no
}
}
}
}
save_scope_as = abbot_prospect
}
}
}
if = {
limit = {
NOT = {
exists = scope:abbot_prospect
}
}
#Grab monk courtiers ordered by family importance
ordered_courtier = {
order_by = learning
#Bastards first
limit = {
is_close_family_of = scope:founder
potential_abbot_trigger = yes
}
#friends
alternative_limit = {
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:founder }
potential_abbot_trigger = yesAs written in game/common/scripted_effects/00_holy_order_effects.txt.
The first 120 of its 275 lines; the rest is in game/common/scripted_effects/00_holy_order_effects.txt from line 591.
Where it is used
Every place in common/, events/ and history/ that calls grab_best_monk_for_tenet_effect.
Events (2)
- A Movement Rises in …
holy_order.2050 - A New Monastic Order
holy_order.2010
Source: game/common/scripted_effects/00_holy_order_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.