Scripted effect
send_child_to_monastic_order_effect
send_child_to_monastic_order_effect = yesgame/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
Then
change_spiritual_fulfillment = { … }
Else if
scope:recipient:
Then
change_spiritual_fulfillment = { … }
Else if
scope:recipient:
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)
- Conditions › scope:recipient:
If
scope:recipient:One of these
house ?= scope:puppet_or_actor.houseor
is_close_family_of = scope:puppet_or_actor
Then
scope:recipient:- Gains the Trait Monk
- Level of Devotion +1
- If a ruler:
depose = yes
- 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
If
- Their house:
has_house_aspiration_parameter = humility_take_the_vows_bonus
Then
- Gain 100 Devotion Piety
- Gains the modifier “Vows of Humility” for 10 years
- Monthly Learning Lifestyle Experience +5%
- Their house:
• 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_actorAs 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.
Character interactions (2)
Events (1)
- Monastic Vows
holy_order.2020
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.