CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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)

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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