Scripted effect
record_dynamic_holy_site_kingdom_effect
record_dynamic_holy_site_kingdom_effect = { BARONY = … }game/common/scripted_effects/00_religion_effects.txt, line 1298 (13 lines). Parameters: $BARONY$.
record_dynamic_holy_site_kingdom_effect is a scripted effect in Crusader Kings III, written at line 1298 of its file. A call passes 1 parameter: BARONY. The game's script calls it in 3 places, among them on_faith_holy_site_added (on action), on_faith_holy_site_removed (on action) and pam_copy_chalcedonian_added_holy_sites_to_schism_faiths_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.
The comment above it in the file
Faith scope. BARONY = the holy site's barony title. Records the de jure kingdom so the faith cannot place a second created or adopted holy site in it.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (13 lines of game script)
record_dynamic_holy_site_kingdom_effect = {
if = {
limit = {
exists = $BARONY$.kingdom
# Idempotent: the same kingdom can be recorded from more than one path.
faith_holy_site_kingdom_unused_trigger = { BARONY = $BARONY$ }
}
add_to_variable_list = {
name = dynamic_holy_site_kingdoms
target = $BARONY$.kingdom
}
}
}As written in game/common/scripted_effects/00_religion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls record_dynamic_holy_site_kingdom_effect.
On actions (the game's own hooks) (2)
- on_faith_holy_site_added
- on_faith_holy_site_removed
Scripted effects (1)
Source: game/common/scripted_effects/00_religion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.