CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

setup_japan_house_name_scopes_effect

setup_japan_house_name_scopes_effect = yes

game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt, line 4006 (48 lines). No parameters.

setup_japan_house_name_scopes_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 4006 of its file. It takes no parameters: setup_japan_house_name_scopes_effect = yes. The game's script calls it in 2 places, among them The … Fief (event tgp_japan_decision.9001) and on_dynasty_created (on action). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt.

What it does

  • If

    • domicile.domicile_location.county.holder ?= scope:new_head

    Then

    • domicile.domicile_location.barony = { … }

    Otherwise

    • limit = { … }

• 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 (48 lines of game script)
setup_japan_house_name_scopes_effect = {
	save_scope_as = new_head
	save_scope_as = new_house_head # don't ask
	house ?= {
		save_scope_as = old_house
		house_head = { save_scope_as = old_head }
	}
	if = {
		limit = { domicile.domicile_location.county.holder ?= scope:new_head }
		domicile.domicile_location.barony = {
			save_scope_as = domicile_barony
			county = { save_scope_as = domicile_county }
		}
	}
	else_if = {
		limit = {
			is_landed = no
			scope:old_head.domicile.domicile_location.county.holder ?= scope:old_head
		}
		scope:old_head.domicile.domicile_location.barony = {
			save_scope_as = domicile_barony
			county = { save_scope_as = domicile_county }
		}
	}
	else_if = {
		limit = { is_landed = yes }
		save_scope_as = land_haver
	}
	else = {
		limit = { house.house_head ?= { is_landed = yes } }
		house.house_head = { save_scope_as = land_haver }
	}
	scope:land_haver.capital_county ?= {
		save_scope_as = primary_county
		random_county_province = {
			limit = {
				has_holding = yes
				NOT = { has_holding_type = church_holding }
			}
			alternative_limit = { has_holding = yes }
			barony = { save_scope_as = random_barony }
		}
	}
	if = {
		limit = { NOT = { exists = scope:random_barony } }
		location.barony = { save_scope_as = random_barony }
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt.

Where it is used

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

Events (1)

On actions (the game's own hooks) (1)

  • on_dynasty_created

Source: game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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