Scripted effect
send_child_to_holy_order_effect
send_child_to_holy_order_effect = { GRANDMASTER = … }game/common/scripted_effects/00_holy_order_effects.txt, line 49 (100 lines). Parameters: $GRANDMASTER$.
send_child_to_holy_order_effect is a scripted effect in Crusader Kings III, written at line 49 of its file. A call passes 1 parameter: GRANDMASTER. The game's script calls it in 2 places, among them A Life of Service (event travel_events_bp3.80) and The Military Order (event holy_order.0001). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_holy_order_effects.txt.
What it does
$GRANDMASTER$ = { … }scope:recipient:- Gains the Trait Military Order Member
- Level of Devotion +1
- If a ruler:
depose = yes
If
faith != $GRANDMASTER$.faith
Then
set_character_faith = $GRANDMASTER$.faithset_character_rite = $GRANDMASTER$.rite
- If married › Every spouse:
divorce = scope:recipient
If
a check the game hides
Then
break_betrothal = betrothed
- If concubine:
this.concubinist = { remove_concubine = scope:recipient }
- If number of concubines more than 0 › Every concubine › scope:recipient:
remove_concubine = prev
take_vows_faith_opinion_effect = 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 (100 lines of game script)
send_child_to_holy_order_effect = {
$GRANDMASTER$ = {
add_courtier = scope:recipient
if = {
limit = {
scope:recipient = {
is_close_family_of = scope:actor
NOT = {
has_trait = bastard
}
}
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 25
}
}
else_if = {
limit = {
scope:recipient = {
is_close_family_of = scope:actor
}
}
add_opinion = {
target = scope:actor
modifier = pleased_opinion
opinion = 15
}
}
}
scope:recipient = {
add_trait = order_member
add_piety_level = 1
if = {
limit = { is_ruler = yes }
depose = yes
}
if = {
limit = {
faith != $GRANDMASTER$.faith
}
set_character_faith = $GRANDMASTER$.faith
set_character_rite = $GRANDMASTER$.rite
}
if = {
limit = {
is_married = yes
}
every_spouse = {
divorce = scope:recipient
}
}
if = {
limit = {
exists = betrothed
}
break_betrothal = betrothed
if = {
limit = {
has_been_promised_grand_wedding = yes
}
break_grand_wedding_betrothal_effect = yes
}
}
if = {
limit = {
is_concubine = yes
}
this.concubinist = {
remove_concubine = scope:recipient
}
}
if = {
limit = {
number_of_concubines > 0
}
every_concubine = {
scope:recipient = {
remove_concubine = prev
}
}
}
}
take_vows_faith_opinion_effect = yes
if = {
limit = {
$GRANDMASTER$ = {
has_realm_law = cultural_holy_order_succession_law
NOT = {
culture = {
has_same_culture_heritage = scope:recipient.culture
}
}
}
}
$GRANDMASTER$ = { save_scope_as = grandmaster }
custom_tooltip = military_order_wrong_culture_tt
}
}As written in game/common/scripted_effects/00_holy_order_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls send_child_to_holy_order_effect.
Events (2)
- A Life of Service
travel_events_bp3.80 - The Military Order
holy_order.0001
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.