Scripted effect · By God Alone files
pam_christian_situation_hof_incite_holy_war_effect
pam_christian_situation_hof_incite_holy_war_effect = yesgame/common/scripted_effects/pam_effects.txt, line 10688 (176 lines). No parameters.
pam_christian_situation_hof_incite_holy_war_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 10688 of its file. It takes no parameters: pam_christian_situation_hof_incite_holy_war_effect = yes. The game's script calls it in 1 place, among them three_year_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
What it does
If
- Is the Head of Faith
- Is played by the AI
top_participant_group:the_christian_church:has_participant_group_parameter = the_christian_church_incite_holy_war_interaction
- Has 100 Piety
- Piety level at least 2
- Is available (an adult, not imprisoned, not incapable)
actor_incite_holy_war_shown_trigger = yes
Then
- The Christian Church:
situation_participant_group:christian_regular_main_power_rulers = { … }
• 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)
pam_christian_situation_hof_incite_holy_war_effect = {
if = {
limit = {
faith.religious_head ?= root
is_ai = yes
top_participant_group:the_christian_church ?= {
has_participant_group_parameter = the_christian_church_incite_holy_war_interaction
}
piety >= 100
piety_level >= 2
is_available_quick = {
adult = yes
alive = yes
imprisoned = no
incapable = no
}
actor_incite_holy_war_shown_trigger = yes
}
save_scope_as = puppet_or_actor
situation:the_christian_church = {
situation_participant_group:christian_regular_main_power_rulers = {
random_situation_group_participant = {
limit = {
faith = scope:puppet_or_actor.faith
highest_held_title_tier >= tier_county
is_at_war = no
save_temporary_scope_as = secondary_temp
#First need to find a neighbor who works...
any_neighboring_top_liege_realm_owner = {
save_temporary_scope_as = recipient_temp
NOT = {
faith = scope:secondary_temp.faith
}
scope:secondary_temp.faith = {
faith_hostility_level = {
target = scope:recipient_temp.faith
value >= religious_cb_enabled_hostility_level
}
}
NOR = {
is_at_war_with = scope:puppet_or_actor
is_at_war_with = scope:secondary_temp
}
current_military_strength < scope:secondary_temp.eighty_percent_of_current_military_strength
scope:secondary_temp = {
valid_holy_war_incited_attacker_trigger = { RECIPIENT = scope:recipient_temp }
}
incite_holy_war_ai_invalidation_trigger = { RECIPIENT = scope:recipient_temp SECONDARY = scope:secondary_temp }
trigger_if = {
limit = {
scope:puppet_or_actor.piety_level >= 3
highest_held_title_tier >= tier_duchy
realm_size >= 8
}
any_realm_de_jure_kingdom = {
incite_holy_war_title_can_be_picked_trigger = { RECIPIENT = scope:recipient_temp SECONDARY = scope:secondary_temp }
}
}
trigger_else_if = {
limit = {
scope:puppet_or_actor.piety_level >= 2
realm_size >= 2
}
any_realm_de_jure_duchy = {
incite_holy_war_title_can_be_picked_trigger = { RECIPIENT = scope:recipient_temp SECONDARY = scope:secondary_temp }
}
}
trigger_else = {
any_realm_county = {
incite_holy_war_title_can_be_picked_trigger = { RECIPIENT = scope:recipient_temp SECONDARY = scope:secondary_temp }
}
}
}
}
save_scope_as = secondary_recipient
ordered_neighboring_top_liege_realm_owner = {
order_by = {
value = current_military_strength
multiply = -1
}
limit = {
save_temporary_scope_as = recipient_temp
NOT = {
faith = scope:secondary_recipient.faith
}
scope:secondary_recipient.faith = {
faith_hostility_level = {
target = scope:recipient_temp.faith
value >= religious_cb_enabled_hostility_level
}
}
NOR = {
is_at_war_with = scope:puppet_or_actor
is_at_war_with = scope:secondary_recipient
}
current_military_strength < scope:secondary_recipient.eighty_percent_of_current_military_strength
scope:secondary_recipient = {
valid_holy_war_incited_attacker_trigger = { RECIPIENT = scope:recipient_temp }
}
incite_holy_war_ai_invalidation_trigger = { RECIPIENT = scope:recipient_temp SECONDARY = scope:secondary_recipient }
trigger_if = {
limit = {
scope:puppet_or_actor.piety_level >= 3
highest_held_title_tier >= tier_duchy
realm_size >= 8
}
any_realm_de_jure_kingdom = {
incite_holy_war_title_can_be_picked_trigger = { RECIPIENT = scope:recipient_temp SECONDARY = scope:secondary_recipient }
}
}
trigger_else_if = {
limit = {
scope:puppet_or_actor.piety_level >= 2
realm_size >= 2
}
any_realm_de_jure_duchy = {
incite_holy_war_title_can_be_picked_trigger = { RECIPIENT = scope:recipient_temp SECONDARY = scope:secondary_recipient }
}
}
trigger_else = {As written in game/common/scripted_effects/pam_effects.txt.
The first 120 of its 176 lines; the rest is in game/common/scripted_effects/pam_effects.txt from line 10688.
Where it is used
Every place in common/, events/ and history/ that calls pam_christian_situation_hof_incite_holy_war_effect.
On actions (the game's own hooks) (1)
- three_year_playable_pulse
Source: game/common/scripted_effects/pam_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.