Scripted effect · By God Alone files
pam_canonize_saint_effect
pam_canonize_saint_effect = { CANDIDATE = … CANONIZER = … CONSECRATION_PROVINCE = … PRESET = … }game/common/scripted_effects/pam_saint_effects.txt, line 66 (79 lines). Parameters: $CANDIDATE$, $CANONIZER$, $CONSECRATION_PROVINCE$, $PRESET$.
pam_canonize_saint_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 66 of its file. A call passes 4 parameters: CANDIDATE, CANONIZER, CONSECRATION_PROVINCE and PRESET. The game's script calls it in 55 places, among them pam_saint_events.0002 (event), on_death (on action) and 101519 (history). Patch 1.20.1.2, from game/common/scripted_effects/pam_saint_effects.txt.
The comment above it in the file
The actual canonization. CANONIZER - the ruler putting the saint forward (not root; also run from the HoF approval event). CANDIDATE - the dead character being canonized. CONSECRATION_PROVINCE - where they are consecrated / buried. PRESET - yes for history burials, so the tomb gives the lighter travel homage.
What it does
$CANDIDATE$ = { add_trait = saint }$CANONIZER$.faith ?= { … }$CONSECRATION_PROVINCE$ = { … }If
$CANONIZER$ = { is_alive = yes }$CANONIZER$.rite ?= { rite_has_parameter = tenet_dulia_canonization_faith_bonus }
Then
pam_grant_dulia_canonization_faith_bonus_effect = { CANONIZER = $CANONIZER$ CANDIDATE = $CANDIDATE$ }
$CANDIDATE$.dynasty ?= { … }
• 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 (79 lines of game script)
pam_canonize_saint_effect = {
$CANDIDATE$ = {
add_trait = saint
}
# Register on the canonizer's faith for the Saints-list UI and faith-split; add_saint needs the saint trait (added above) and a burial province with a holding.
$CANONIZER$.faith ?= {
hidden_effect = {
add_saint = {
character = $CANDIDATE$
burial_province = $CONSECRATION_PROVINCE$
}
}
}
if = {
limit = {
$CANDIDATE$ = {
is_alive = no
has_dead_character_variable = no_corpse_left
}
}
$CONSECRATION_PROVINCE$ = {
set_variable = no_corpse_left
}
}
# The engine's saint registry (add_saint, above) owns the saint->province link (saint_burial_location) and the relic charges (remaining_saint_relics). All we keep is the buried-saint travel PoI, plus a thin province list the PoI builder iterates.
$CONSECRATION_PROVINCE$ = {
# Only readable through the tomb PoI, so skip provinces that will never get one
if = {
limit = {
$PRESET$ = yes
NOT = { has_variable = hide_location_for_saint }
}
set_variable = pam_preset_buried_saint
}
if = {
limit = {
NOR = {
has_variable = hide_location_for_saint
has_travel_point_of_interest = poi_buried_saint
}
}
add_to_global_variable_list = {
name = pam_buried_saint_poi_list
target = $CONSECRATION_PROVINCE$
}
add_travel_point_of_interest = poi_buried_saint
}
}
if = {
limit = {
$CANONIZER$ = { is_alive = yes }
$CANONIZER$.rite ?= { rite_has_parameter = tenet_dulia_canonization_faith_bonus }
}
pam_grant_dulia_canonization_faith_bonus_effect = {
CANONIZER = $CANONIZER$
CANDIDATE = $CANDIDATE$
}
}
# Cost of the next canonization scales with how many saints the dynasty has.
$CANDIDATE$.dynasty ?= {
if = {
limit = { has_variable = pam_dynasty_saint_count }
change_variable = {
name = pam_dynasty_saint_count
add = 1
}
}
else = {
set_variable = {
name = pam_dynasty_saint_count
value = 1
}
}
}
}As written in game/common/scripted_effects/pam_saint_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls pam_canonize_saint_effect.
Events (1)
On actions (the game's own hooks) (1)
- on_death
History files (the start of the game) (52)
- 101519 (characters)
- 102527 (characters)
- 1296 (characters)
- 145241 (characters)
- 145250 (characters)
- 145274 (characters)
46 more
- 145277 (characters)
- 145278 (characters)
- 145279 (characters)
- 145280 (characters)
- 145290 (characters)
- 145292 (characters)
- 161518 (characters)
- 166132 (characters)
- 166236 (characters)
- 166237 (characters)
- 166238 (characters)
- 168130 (characters)
- 168673 (characters)
- 168686 (characters)
- 168700 (characters)
- 168749 (characters)
- 168750 (characters)
- 482 (characters)
- 489 (characters)
- 506 (characters)
- 601 (characters)
- 608 (characters)
- 70523 (characters)
- 70599 (characters)
- 7772 (characters)
- 7883 (characters)
- 7893 (characters)
- 99 (characters)
- han_7436 (characters)
- saint_0001 (characters)
- saint_0002 (characters)
- saint_0003 (characters)
- saint_0004 (characters)
- saint_0005 (characters)
- saint_0006 (characters)
- saint_0007 (characters)
- saint_0008 (characters)
- saint_0009 (characters)
- saint_0010 (characters)
- saint_0011 (characters)
- saint_0012 (characters)
- saint_0013 (characters)
- saint_0014 (characters)
- saint_0015 (characters)
- saint_0016 (characters)
- walpurga_6 (characters)
Scripted effects (1)
Source: game/common/scripted_effects/pam_saint_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.