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
- Every player:
- Where: Their faith is the same as that of sacrificed hof
- Event fp1_other_decisions.0021
- 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)
- The Grand …
fp1_other_decisions.0003
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.