Scripted effect
set_up_dynamic_spiritual_hof_title_existing_hof_effect
set_up_dynamic_spiritual_hof_title_existing_hof_effect = { CREATOR = … RELIGIOUS_HEAD = … }game/common/scripted_effects/00_religion_effects.txt, line 606 (72 lines). Parameters: $CREATOR$, $RELIGIOUS_HEAD$.
set_up_dynamic_spiritual_hof_title_existing_hof_effect is a scripted effect in Crusader Kings III, written at line 606 of its file. A call passes 2 parameters: CREATOR and RELIGIOUS_HEAD. The game's script calls it in 2 places, among them The New … Priesthood (event middle_east_decisions.0007) and The Old Man of the Mountain (event hasan_sabbah.1050). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.
What it does
create_dynamic_title = { tier = duchy name = REL_HEAD_TITLE_NAME adj = REL_HEAD_TITLE_ADJ }If
a check the game hides
Then
scope:new_title:set_capital_county = scope:holy_site.county
- Their faith:
set_religious_head_title = scope:new_title
scope:new_title:generate_coa = religious_title
• 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 (72 lines of game script)
set_up_dynamic_spiritual_hof_title_existing_hof_effect = {
$RELIGIOUS_HEAD$ = { save_scope_as = new_religious_head }
# Sort scopes & starting processes.
faith = { save_scope_as = my_faith }
create_dynamic_title = {
tier = duchy
name = REL_HEAD_TITLE_NAME
adj = REL_HEAD_TITLE_ADJ
}
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = no
}
# Nab a suitable character.
# The decision already chose one.
# Try to land the new title.
scope:my_faith = {
random_holy_site_barony = {
limit = { county.holder = $CREATOR$ }
alternative_limit = {
county.holder = { target_is_liege_or_above = $CREATOR$ }
}
alternative_limit = {
county.holder = {
faith = $CREATOR$.faith
is_ai = yes
}
}
save_scope_as = holy_site
}
}
if = {
limit = { exists = scope:holy_site }
scope:new_title = { set_capital_county = scope:holy_site.county }
}
# Configure final effects.
hidden_effect = {
scope:new_title = {
set_landless_title = yes
set_destroy_if_invalid_heir = yes
set_no_automatic_claims = yes
set_definitive_form = yes
set_always_follows_primary_heir = yes
change_title_holder = {
holder = scope:new_religious_head
change = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change
faith = { set_religious_head_title = scope:new_title }
scope:new_title = { generate_coa = religious_title }
# We enclose the law safeguard in an if statement to prevent errors when this is only _about_ to be fired.
hidden_effect = {
if = {
limit = { exists = scope:new_religious_head }
scope:new_religious_head = {
if = {
limit = {
NOT = { has_realm_law = same_faith_theocratic_succession_law }
}
add_realm_law_skip_effects = same_faith_theocratic_succession_law
}
}
}
}
}As written in game/common/scripted_effects/00_religion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls set_up_dynamic_spiritual_hof_title_existing_hof_effect.
Events (2)
- The New … Priesthood
middle_east_decisions.0007 - The Old Man of the Mountain
hasan_sabbah.1050
Source: game/common/scripted_effects/00_religion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.