CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

send_child_to_clergy_effect

send_child_to_clergy_effect = yes

game/common/scripted_effects/00_holy_order_effects.txt, line 150 (133 lines). No parameters.

send_child_to_clergy_effect is a scripted effect in Crusader Kings III, written at line 150 of its file. It takes no parameters: send_child_to_clergy_effect = yes. The game's script calls it in 5 places, among them Ask to Take Vows (interaction), Negotiate Release (interaction) and Remove Co-Ruler (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_holy_order_effects.txt.

What it does

  • scope:recipient:
    • If

      a check the game hides

      Then

      • If

        • One of these

          • scope:demand ?= yes
          • or

            All of these

            • is_imprisoned_by = scope:puppet_or_actor
            • One of these

              • is_heir_of = scope:puppet_or_actor
              • or

                Any claim:
                • exists = this

        Then

        • Opinion: Forced Taking of Vows

        Otherwise

        • Opinion: Demanded Taking of Vows
    • simplified_clergy_effect = { RECIPIENT = scope:recipient }
  • scope:puppet_or_actor:
    • If

      • scope:recipient:
        • is_child_of = scope:puppet_or_actor
        • Does not have the Trait: Bastard

      Then

      • change_spiritual_fulfillment = { … }

      Else if

      • scope:recipient:
        • If has the Trait: Bastard:
          • is_child_of = scope:puppet_or_actor
        • One of these

          • house ?= scope:puppet_or_actor.house
          • or

            is_close_family_of = scope:puppet_or_actor

      Then

      • change_spiritual_fulfillment = { … }

      Else if

      • scope:recipient:
        • If has the Trait: Bastard:
          • One of these

            • house ?= scope:puppet_or_actor.house
            • or

              is_close_family_of = scope:puppet_or_actor
        • Otherwise:
          • One of these

            • dynasty ?= scope:puppet_or_actor.dynasty
            • or

              is_close_or_extended_family_of = scope:puppet_or_actor

      Then

      • change_spiritual_fulfillment = { … }

      Otherwise

      • change_spiritual_fulfillment = { … }

• 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)
send_child_to_clergy_effect = {
	scope:recipient = {
		if = {
			limit = {
				NOT = { has_character_flag = pam_simony_paid_vows }
			}
			if = {
				limit = {
					OR = {
						scope:demand ?= yes
						AND = {
							is_imprisoned_by = scope:puppet_or_actor
							OR = {
								is_heir_of = scope:puppet_or_actor
								any_claim = {
									exists = this
								}
							}
						}
					}
				}
				add_opinion = {
					modifier = forced_taking_vows
					target = scope:puppet_or_actor
				}
			}
			else = {
				add_opinion = {
					modifier = demanded_taking_vows
					target = scope:puppet_or_actor
				}
			}
		}
		simplified_clergy_effect = { RECIPIENT = scope:recipient }
	}
	scope:puppet_or_actor = {
		#Spiritual fulfillment gain
   		if = {
   			limit = {
   				scope:recipient = {
    	            is_child_of = scope:puppet_or_actor
    	            NOT = {
    	        		has_trait = bastard
    	        	}
    	        }
   			}
   			change_spiritual_fulfillment = {
   				value = medium_spiritual_fulfillment_value
   				if = {
   					limit = {
   						scope:recipient = {
   							is_imprisoned = yes
   						}
   					}
   					multiply = 0.5
   				}
   			}
   		}
   		else_if = {
   			limit = {
   				scope:recipient = {
    	            trigger_if = {
    	            	limit = {
    	            		has_trait = bastard
    	            	}
    	            	is_child_of = scope:puppet_or_actor
    	            }
    	            OR = {
    	            	house ?= scope:puppet_or_actor.house
    	            	is_close_family_of = scope:puppet_or_actor
    	            }
    	        }
   			}
   			change_spiritual_fulfillment = {
   				value = minor_spiritual_fulfillment_value
   				if = {
   					limit = {
   						scope:recipient = {
   							is_imprisoned = yes
   						}
   					}
   					multiply = 0.5
   				}
   			}
   		}
   		else_if = {
   			limit = {
   				scope:recipient = {
    	            trigger_if = {
    	            	limit = {
    	            		has_trait = bastard
    	            	}
    	            	OR = {
    	            		house ?= scope:puppet_or_actor.house
    	            		is_close_family_of = scope:puppet_or_actor
    	           		}
    	            }
    	            trigger_else = {
    	            	OR = {
    	            		dynasty ?= scope:puppet_or_actor.dynasty
    	            		is_close_or_extended_family_of = scope:puppet_or_actor
    	            	}
    	            }
    	        }
   			}
   			change_spiritual_fulfillment = {
   				value = miniscule_spiritual_fulfillment_value
   				if = {
   					limit = {
   						scope:recipient = {
   							is_imprisoned = yes
   						}
   					}
   					multiply = 0.5
   				}
   			}
   		}
   		else = {
   			change_spiritual_fulfillment = {
   				value = miniscule_spiritual_fulfillment_value

As written in game/common/scripted_effects/00_holy_order_effects.txt.

The first 120 of its 133 lines; the rest is in game/common/scripted_effects/00_holy_order_effects.txt from line 150.

Where it is used

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

Source: game/common/scripted_effects/00_holy_order_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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