Scripted effect
revoke_holy_order_lease_effect
revoke_holy_order_lease_effect = { BARONY = … CHARACTER = … TARGET = … }game/common/scripted_effects/00_interaction_effects.txt, line 4864 (285 lines). Parameters: $BARONY$, $CHARACTER$, $TARGET$.
revoke_holy_order_lease_effect is a scripted effect in Crusader Kings III, written at line 4864 of its file. A call passes 3 parameters: BARONY, CHARACTER and TARGET. The game's script calls it in 2 places, among them Revoke Order Lease (decision) and Revoke Lease (interaction). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
$TARGET$ = { … }If
scope:holy_order:num_leased_titles = 1title = $BARONY$.lessee_title
Then
- Revoking their last lease will destroy …!
$CHARACTER$ = { … }$BARONY$ = { revoke_lease = yes }
• 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)
revoke_holy_order_lease_effect = {
$TARGET$ = {
faith = {
random_faith_holy_order = {
limit = {
leader = $TARGET$
}
save_scope_as = holy_order
}
}
primary_title = {
save_scope_as = holy_order_title
}
}
if = {
limit = {
scope:holy_order = {
num_leased_titles = 1
title = $BARONY$.lessee_title
}
}
custom_tooltip = destroy_holy_order_warning
}
$TARGET$ = {
hidden_effect = { #Nudge towards rivalry
if = {
limit = {
NOR = {
has_relation_rival = $CHARACTER$
has_relation_potential_rival = $CHARACTER$
}
}
set_relation_potential_rival = $CHARACTER$
}
}
if = {
limit = {
NOT = { this = $CHARACTER$ }
}
add_opinion = {
target = $CHARACTER$
modifier = revoked_order_lease_opinion
opinion = -50
}
}
if = {
limit = {
$TARGET$.rite.head_of_rite ?= {
NOR = {
this = $TARGET$
this = $CHARACTER$
this = faith.religious_head
}
}
}
$TARGET$.rite.head_of_rite ?= {
add_opinion = {
modifier = revoked_order_lease_opinion
target = $CHARACTER$
opinion = -30
}
}
}
faith = {
if = {
limit = {
exists = religious_head
NOT = { religious_head = $CHARACTER$ }
}
religious_head = {
if = {
limit = {
rite = $TARGET$.rite
}
add_opinion = {
modifier = revoked_order_lease_opinion
target = $CHARACTER$
opinion = -30
}
}
#military order opinion gets lost
if = {
limit = {
has_opinion_modifier = {
target = $CHARACTER$
modifier = founded_holy_order_opinion
}
$TARGET$ = {
government_has_flag = government_is_military_holy_order
}
}
remove_opinion = {
target = $CHARACTER$
modifier = founded_holy_order_opinion
}
}
#monastic order opinion gets lost
if = {
limit = {
has_opinion_modifier = {
target = $CHARACTER$
modifier = founded_monastic_order_opinion
}
$TARGET$ = {
government_has_flag = government_is_monastic_holy_order
}
}
remove_opinion = {
target = $CHARACTER$
modifier = founded_monastic_order_opinion
}
}
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
The first 120 of its 285 lines; the rest is in game/common/scripted_effects/00_interaction_effects.txt from line 4864.
Where it is used
Every place in common/, events/ and history/ that calls revoke_holy_order_lease_effect.
Decisions (1)
Character interactions (1)
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.