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

Scripted effect · All Under Heaven files

grant_movement_petition_effect

grant_movement_petition_effect = yes

game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 943 (75 lines). No parameters.

grant_movement_petition_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 943 of its file. It takes no parameters: grant_movement_petition_effect = yes. The game's script calls it in 2 places, among them Movement's Petition: … (event tgp_decision_events.0101) and Movement's Petition: … (event tgp_decision_events.0103). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_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 (75 lines of game script)
grant_movement_petition_effect = {
	switch = {
		trigger = scope:petitioner.var:movement_petition
		flag:change_bureaucracy_laws_increase = {
			change_bureaucracy_laws_increase_effect = yes
		}
		flag:change_bureaucracy_laws_decrease = {
			change_bureaucracy_laws_decrease_effect = yes
		}
		flag:change_army_laws_increase = {
			change_army_laws_increase_effect = yes
		}
		flag:change_army_laws_decrease = {
			change_army_laws_decrease_effect = yes
		}
		flag:change_province_metropolitan = {
			change_province_metropolitan_effect = yes
		}
		flag:change_province_industrial = {
			change_province_industrial_effect = yes
		}
		flag:change_province_military = {
			change_province_military_effect = yes
		}
		flag:change_province_protectorate = {
			change_province_protectorate_effect = yes
		}
		flag:hold_examinations = {
			hold_examinations_effect = yes
		}
		flag:change_retirement_law_increase = {
			change_retirement_law_increase_effect = yes
		}
		flag:change_retirement_law_decrease = {
			change_retirement_law_decrease_effect = yes
		}
		flag:change_candidate_score_law = {
			change_candidate_score_law_effect = yes
		}
		flag:increase_budget_salary = {
			increase_budget_salary_effect = yes
		}
		flag:increase_budget_ministry = {
			increase_budget_ministry_effect = yes
		}
		flag:increase_budget_military = {
			increase_budget_military_effect = yes
		}
	}
	situation:dynastic_cycle ?= {
		if = {
			limit = {
			situation_top_has_catalyst = catalyst_hegemon_influenced_by_interaction
			}
			trigger_situation_catalyst = {
			catalyst = catalyst_hegemon_influenced_by_interaction
			character = scope:petitioner
			}
		}
	}
	scope:hegemon = {
		add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_gain }
	}
	#set a cooldown variable in case the leader changes
	scope:actors_movement = {
		petition_change_movement_power_effect = {
			VALUE = 100
		}
		set_variable = {
			name = recent_movement_petition
			value = scope:petitioner
			years = 3
		}
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

Where it is used

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

Events (2)

Source: game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?