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

send_child_to_monastic_order_effect

send_child_to_monastic_order_effect = yes

game/common/scripted_effects/00_holy_order_effects.txt, line 1092 (248 lines). No parameters.

send_child_to_monastic_order_effect is a scripted effect in Crusader Kings III, written at line 1092 of its file. It takes no parameters: send_child_to_monastic_order_effect = yes. The game's script calls it in 3 places, among them Ask to Take Monastic Vows (interaction), Negotiate Release (interaction) and Monastic Vows (event holy_order.2020). Patch 1.20.1.2, from game/common/scripted_effects/00_holy_order_effects.txt.

What it does

  • If

    • Has Legitimacy
    • scope:recipient:
      • is_primary_heir_of = scope:puppet_or_actor

    Then

    • If

      Then

      • add_legitimacy = { value = miniscule_legitimacy_gain multiply = scope:puppet_or_actor.primary_title.tier }

      Otherwise

      • add_legitimacy = { value = minor_legitimacy_loss multiply = scope:puppet_or_actor.primary_title.tier }

    Else if

    • Has Legitimacy
    • scope:recipient:
      • is_heir_of = scope:puppet_or_actor

    Then

    • If

      Then

      • add_legitimacy = { value = minor_legitimacy_gain multiply = scope:puppet_or_actor.primary_title.tier }

      Otherwise

      • add_legitimacy = { value = miniscule_legitimacy_loss multiply = scope:puppet_or_actor.primary_title.tier }

    Else if

    Then

    • add_legitimacy = { value = medium_legitimacy_gain multiply = scope:puppet_or_actor.primary_title.tier }
  • 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 = { … }
  • scope:archabbot:
    • add_courtier = scope:recipient
    • Else, if all of these hold:
      • Conditions › scope:recipient:
        • is_close_family_of = scope:puppet_or_actor
      • Then: Opinion: Pleased (+15)
    • If

      • scope:recipient:
        • One of these

          • house ?= scope:puppet_or_actor.house
          • or

            is_close_family_of = scope:puppet_or_actor

      Then

  • scope:recipient:
  • If

    • Their house:
      • has_house_aspiration_parameter = humility_take_the_vows_bonus

    Then

• 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_monastic_order_effect = {
   	# Legitimacy loss if you're doing this to your children
	if = {
		limit = {
			has_legitimacy = yes
			scope:recipient = { is_primary_heir_of = scope:puppet_or_actor }
		}
		if = {
			limit = {
				hyperdulia_take_the_vows_trigger = yes
			}
			add_legitimacy = {
				value = miniscule_legitimacy_gain
				multiply = scope:puppet_or_actor.primary_title.tier
			}
		}
		else = {
			add_legitimacy = {
				value = minor_legitimacy_loss
				multiply = scope:puppet_or_actor.primary_title.tier
			}
		}
	}
	else_if = {
		limit = {
			has_legitimacy = yes
			scope:recipient = { is_heir_of = scope:puppet_or_actor }
		}
		if = {
			limit = {
				hyperdulia_take_the_vows_trigger = yes
			}
			add_legitimacy = {
				value = minor_legitimacy_gain
				multiply = scope:puppet_or_actor.primary_title.tier
			}
		}
		else = {
			add_legitimacy = {
				value = miniscule_legitimacy_loss
				multiply = scope:puppet_or_actor.primary_title.tier
			}
		}
	}
	else_if = {
		limit = {
			has_legitimacy = yes
			hyperdulia_take_the_vows_trigger = yes
		}
		add_legitimacy = {
			value = medium_legitimacy_gain
			multiply = scope:puppet_or_actor.primary_title.tier
		}
	}

   	#Spiritual fulfillment gain
   	if = {
   		limit = {
   			scope:recipient = {
                is_child_of = scope:puppet_or_actor
                NOT = {
            		has_trait = bastard
            	}
            }
   		}
   		change_spiritual_fulfillment = {
   			value = major_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 = 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
                	}
                	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

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

The first 120 of its 248 lines; the rest is in game/common/scripted_effects/00_holy_order_effects.txt from line 1092.

Where it is used

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

Events (1)

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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