Scripted effect
restore_papacy_scripted_effect
restore_papacy_scripted_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 1010 (90 lines). No parameters.
restore_papacy_scripted_effect is a scripted effect in Crusader Kings III, written at line 1010 of its file. It takes no parameters: restore_papacy_scripted_effect = yes. The game's script calls it in 2 places, among them Restore the Papacy (decision) and The Holy See (event roman_restoration.0124). Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_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 (90 lines of game script)
restore_papacy_scripted_effect = {
save_scope_as = reformer
if = { #Pick your chaplain first.
limit = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { faith = faith:catholic }
}
cp:councillor_court_chaplain = { save_scope_as = new_pope }
}
else = {
hidden_effect = {
create_character = {
employer = root
template = religious_leader_character
random_traits = no
save_scope_as = new_pope
}
}
scope:new_pope = {
add_trait = education_learning_3
add_trait = zealous
add_trait = intellect_good_1
random_list = {
1 = { add_trait = lustful }
1 = { add_trait = chaste }
1 = { add_trait = wrathful }
1 = { add_trait = diligent }
1 = { add_trait = impatient }
1 = { add_trait = arrogant }
1 = { add_trait = humble }
1 = { add_trait = gregarious }
}
random_list = {
1 = { add_trait = honest }
1 = { add_trait = ambitious }
1 = { add_trait = just }
1 = { add_trait = cynical }
1 = { add_trait = zealous }
1 = { add_trait = compassionate }
1 = { add_trait = stubborn }
}
}
}
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
title:k_papal_state = {
change_title_holder = {
holder = scope:new_pope
change = scope:change
}
}
title:c_roma = {
change_title_holder = {
holder = scope:new_pope
change = scope:change
}
}
title:d_latium = {
change_title_holder = {
holder = scope:new_pope
change = scope:change
}
}
title:d_spoleto = {
change_title_holder = {
holder = scope:new_pope
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
faith:catholic = {
change_fervor = {
value = substantial_fervor_gain
desc = fervor_gain_papacy_restored
}
if = {
limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
add_doctrine = special_doctrine_ecumenical_christian
}
if = {
limit = { has_doctrine = doctrine_no_head }
hidden_effect = { remove_doctrine = doctrine_no_head }
add_doctrine = doctrine_spiritual_head
}
set_religious_head_title = title:k_papal_state
}
}As written in game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls restore_papacy_scripted_effect.
Decisions (1)
Events (1)
- The Holy See
roman_restoration.0124
Source: game/common/scripted_effects/00_major_decisions_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.