Scripted effect
spawn_historical_characters_boilerplate_effect
spawn_historical_characters_boilerplate_effect = yesgame/common/scripted_effects/00_historical_characters_scripted_effects.txt, line 8896 (41 lines). No parameters.
spawn_historical_characters_boilerplate_effect is a scripted effect in Crusader Kings III, written at line 8896 of its file. It takes no parameters: spawn_historical_characters_boilerplate_effect = yes. The game's script calls it in 1 place, among them spawn_historical_characters_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_historical_characters_scripted_effects.txt.
What it does
- Their county’s holder:
- If played by a person: Event historical_char_creation_events.1
- Else, if all of these hold:
- Conditions:
One of these
exists = scope:majoror
Game rule set to “Notify All”
- Any liege or above: Is played by a person
- Then › One random liege or above:
- Where: Is played by a person
- Event historical_char_creation_events.1
- Conditions:
- Else, if (a hidden condition) › scope:county_scope.duchy.holder: Event historical_char_creation_events.1
- Otherwise › Their top liege: Event historical_char_creation_events.1
• 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 (41 lines of game script)
spawn_historical_characters_boilerplate_effect = {
county = { save_scope_as = county_scope }
county.holder = {
if = {
limit = {
is_ai = no
}
trigger_event = historical_char_creation_events.1
}
else_if = {
limit = {
OR = {
exists = scope:major
has_game_rule = all_historical_characters
}
any_liege_or_above = {
is_ai = no
}
}
random_liege_or_above = {
limit = {
is_ai = no
}
trigger_event = historical_char_creation_events.1
}
}
else_if = {
limit = {
exists = scope:county_scope.duchy.holder
}
scope:county_scope.duchy.holder = {
trigger_event = historical_char_creation_events.1
}
}
else = {
top_liege = {
trigger_event = historical_char_creation_events.1
}
}
}
}As written in game/common/scripted_effects/00_historical_characters_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls spawn_historical_characters_boilerplate_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_historical_characters_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.