CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

humsacd_a_hof_effect

humsacd_a_hof_effect = { SACRIFICED_HOF = … SACRIFICER = … }

game/common/scripted_effects/00_religious_interaction_effects.txt, line 1565 (66 lines). Parameters: $SACRIFICED_HOF$, $SACRIFICER$.

humsacd_a_hof_effect is a scripted effect in Crusader Kings III, written at line 1565 of its file. A call passes 2 parameters: SACRIFICED_HOF and SACRIFICER. The game's script calls it in 2 places, among them Execute (interaction) and The Grand … (event fp1_other_decisions.0003). Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_effects.txt.

What it does

  • If

    • $SACRIFICER$.faith = { has_doctrine_parameter = human_sacrifice_active }
    • $SACRIFICED_HOF$.faith = { … }

    Then

    • $SACRIFICED_HOF$ = { … }
    • If

      • scope:sacrificer.faith != scope:sacrificed_hof.faith

      Then

    • scope:sacrificer › If their faith is the same as that of sacrificed hof: Event fp1_other_decisions.0022 (after 1 months)

• 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 (66 lines of game script)
humsacd_a_hof_effect = {
	if = {
		limit = {
			$SACRIFICER$.faith = { has_doctrine_parameter = human_sacrifice_active }
			$SACRIFICED_HOF$.faith = {
				religious_head = $SACRIFICED_HOF$
				NOT = { has_doctrine_parameter = human_sacrifice_active }
			}
		}
		$SACRIFICER$ = {
			# Save scopes for future events.
			save_scope_as = sacrificer
			# Forever tarnished to members of the faith.
			add_to_variable_list = {
				name = humsacd_hofs
				target = $SACRIFICED_HOF$.faith
			}
		}
		# Give $SACRIFICED_HOF$'s faith some fervour for this atrocity.
		$SACRIFICED_HOF$ = {
			# Save scopes for future events.
			save_scope_as = sacrificed_hof
			# Up fervour.
			faith = {
				change_fervor = {
					value = hof_humsacd_fervour_gain
					desc = fervor_sacrificed_our_head_of_faith
				}
			}
			# Martyr the HoF explicitly if possible.
			if = {
				limit = {
					OR = {
						has_bad_nickname = yes
						has_any_nickname = no
					}
				}
				give_nickname = nick_the_martyr
			}
		}
		# Inform players of the consequences.
		## Scope:sacrificer is now cheaper to holy war if they're a separate faith.
		if = {
			limit = {
				scope:sacrificer.faith != scope:sacrificed_hof.faith
			}
			every_player = {
				limit = { faith = scope:sacrificed_hof.faith }
				trigger_event = fp1_other_decisions.0021
			}
		}
		# Inform scope:sacrificer about any consequences if appropriate.
		scope:sacrificer = {
			# ... Eventually.
			if = {
				limit = {
					faith != scope:sacrificed_hof.faith
				}
				trigger_event = {
					id = fp1_other_decisions.0022
					months = 1
				}
			}
		}
	}
}

As written in game/common/scripted_effects/00_religious_interaction_effects.txt.

Where it is used

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

Character interactions (1)

Events (1)

Source: game/common/scripted_effects/00_religious_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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