CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Legacy of Persia files

read_name_in_friday_prayer_guts_apply_house_unity_changes_effect

read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes

game/common/scripted_effects/03_dlc_fp3_scripted_effects.txt, line 298 (109 lines). No parameters.

read_name_in_friday_prayer_guts_apply_house_unity_changes_effect is a scripted effect in Crusader Kings III, in the Legacy of Persia files, written at line 298 of its file. It takes no parameters: read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes. The game's script calls it in 2 places, among them Announcements at the Friday Prayer (event fp3_decision.0015) and read_name_in_friday_prayer_scripted_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/03_dlc_fp3_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 (109 lines of game script)
read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = {
	# Twiddle with house unity a smidge.
	## We need to invert the triggers before the decision is taken, so we add a flag that'll only be applied when the effect runs.
	add_character_flag = fp3_friday_prayer_twiddling_house_unity_force_correct_ui
	## Ok, now, what's the UI look like before the decision is taken?
	### Moving out of sync.
	if = {
		limit = {
			NOT = { has_character_flag = fp3_friday_prayer_twiddling_house_unity_force_correct_ui }
			exists = house.house_head
			this != house.house_head
			OR = {
				AND = {
					has_trait = fp3_struggle_supporter
					house.house_head = { has_trait = fp3_struggle_supporter }
				}
				AND = {
					has_trait = fp3_struggle_detractor
					house.house_head = { has_trait = fp3_struggle_detractor }
				}
			}
		}
		add_clan_unity_interaction_effect = {
			CHARACTER = root
			TARGET = root.house.house_head
			VALUE = major_unity_loss
			DESC = clan_unity_name_read_in_friday_prayer_rebellious.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
	### Moving into sync.
	else_if = {
		limit = {
			NOT = { has_character_flag = fp3_friday_prayer_twiddling_house_unity_force_correct_ui }
			exists = house.house_head
			this != house.house_head
			OR = {
				AND = {
					has_trait = fp3_struggle_detractor
					house.house_head = { has_trait = fp3_struggle_supporter }
				}
				AND = {
					has_trait = fp3_struggle_supporter
					house.house_head = { has_trait = fp3_struggle_detractor }
				}
			}
		}
		add_clan_unity_interaction_effect = {
			CHARACTER = root
			TARGET = root.house.house_head
			VALUE = medium_unity_gain
			DESC = clan_unity_name_read_in_friday_prayer.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
	## And what's it look like after?
	### Moving into sync.
	if = {
		limit = {
			has_character_flag = fp3_friday_prayer_twiddling_house_unity_force_correct_ui
			exists = house.house_head
			this != house.house_head
			OR = {
				AND = {
					has_trait = fp3_struggle_supporter
					house.house_head = { has_trait = fp3_struggle_supporter }
				}
				AND = {
					has_trait = fp3_struggle_detractor
					house.house_head = { has_trait = fp3_struggle_detractor }
				}
			}
		}
		add_clan_unity_interaction_effect = {
			CHARACTER = root
			TARGET = root.house.house_head
			VALUE = medium_unity_gain
			DESC = clan_unity_name_read_in_friday_prayer.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
	### Moving out of sync.
	else_if = {
		limit = {
			has_character_flag = fp3_friday_prayer_twiddling_house_unity_force_correct_ui
			exists = house.house_head
			this != house.house_head
			OR = {
				AND = {
					has_trait = fp3_struggle_detractor
					house.house_head = { has_trait = fp3_struggle_supporter }
				}
				AND = {
					has_trait = fp3_struggle_supporter
					house.house_head = { has_trait = fp3_struggle_detractor }
				}
			}
		}
		add_clan_unity_interaction_effect = {
			CHARACTER = root
			TARGET = root.house.house_head
			VALUE = major_unity_loss
			DESC = clan_unity_name_read_in_friday_prayer_rebellious.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
	## Aaaaand remove the very legitimate and not at all hacky flag we used to trick the tooltips into behaving.
	remove_character_flag = fp3_friday_prayer_twiddling_house_unity_force_correct_ui
}

As written in game/common/scripted_effects/03_dlc_fp3_scripted_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/03_dlc_fp3_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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