CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

hasan_sabbah_end_war

hasan_sabbah_end_war = { HASAN = … SELJUK = … }

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 9736 (159 lines). Parameters: $HASAN$, $SELJUK$.

hasan_sabbah_end_war is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 9736 of its file. A call passes 2 parameters: HASAN and SELJUK. The game's script calls it in 2 places, among them Assassin Dissolution (casus belli) and on_death (on action). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_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 (120 lines of game script)
hasan_sabbah_end_war = {
	# Offer Hasan the opportunity to become landed
	hidden_effect = {
		if = {
			limit = {
				$SELJUK$ = {
					any_sub_realm_barony = {
						title_province = { has_building_or_higher = alamut_castle_01 }
					}
				}
			}
			$SELJUK$ = {
				random_sub_realm_barony = {
					limit = {
						title_province = { has_building_or_higher = alamut_castle_01 }
					}
					county = {
						save_scope_as = hasan_home
					}
				}
			}
		}
		else_if = {
			limit = {
				$SELJUK$ = {
					any_sub_realm_county = {
						faith = $HASAN$.faith
						holder = { is_ai = yes }
					}
				}
			}
			$SELJUK$ = {
				random_sub_realm_county = {
					limit = {
						faith = $HASAN$.faith
						holder = { is_ai = yes }
					}
					save_scope_as = hasan_home
				}
			}
		}
		else = {
			$SELJUK$ = {
				random_sub_realm_county = {
					limit = {
						holder = { is_ai = yes }
					}
					save_scope_as = hasan_home
				}
			}
		}
		$HASAN$ = {
			if = {
				limit = {
					any_owned_story = {
						type = story_hasan
						exists = var:preferred_caliph
					}
				}
				random_owned_story = {
					type = story_hasan
					var:preferred_caliph = { save_scope_as = caliph }
				}
			}
			random_owned_story = {
				type = story_hasan
				var:assassins ?= { save_scope_as = assassins }
			}
			trigger_event = {
				id = hasan_sabbah.1050
			}
			if = {
				limit = {
					is_ai = no
				}
				add_achievement_global_variable_effect = {
					VARIABLE = finished_the_old_man_of_the_mountain_achievement
					VALUE = yes
				}
			}
		}
	}
	create_title_and_vassal_change = {
		type = independency
		save_scope_as = change
	}
	$HASAN$ = {
		add_prestige = medium_prestige_value
	}
	$SELJUK$ = {
		add_prestige = {
			value = medium_prestige_value
			multiply = -1
		}

		every_vassal = {
			limit = {
				highest_held_title_tier > tier_barony
			}
			change_liege_or_become_independent = {
				CHANGE = scope:change
				VASSAL = this
			}
		}

		every_vassal = {
			limit = { is_ai = no }
			send_interface_toast = {
				type = msg_gained_independence
				title = liege_primary_title_dissolution
				desc = liege_primary_title_dissolution_desc
				left_icon = $SELJUK$
			}
		}
	}
	resolve_title_and_vassal_change = scope:change
	$SELJUK$ = {
		every_held_title = {
			limit = {
				tier >= tier_duchy

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

The first 120 of its 159 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 9736.

Where it is used

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

Casus belli (1)

On actions (the game's own hooks) (1)

  • on_death

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.

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