Scripted effect
send_child_to_clergy_effect
send_child_to_clergy_effect = yesgame/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 ?= yesor
All of these
is_imprisoned_by = scope:puppet_or_actorOne of these
is_heir_of = scope:puppet_or_actoror
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
Then
change_spiritual_fulfillment = { … }
Else if
scope:recipient:
Then
change_spiritual_fulfillment = { … }
Else if
scope:recipient:
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_valueAs 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.
Character interactions (3)
Events (2)
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.