Scripted effect
take_vows_demand_effect
take_vows_demand_effect = yesgame/common/scripted_effects/00_holy_order_effects.txt, line 1017 (74 lines). No parameters.
take_vows_demand_effect is a scripted effect in Crusader Kings III, written at line 1017 of its file. It takes no parameters: take_vows_demand_effect = yes. The game's script calls it in 7 places, among them Ask to Join Military Order (interaction), Ask to Take Monastic Vows (interaction) and Ask to Take Vows (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_holy_order_effects.txt.
What it does
If
scope:recipient:is_heir_of = scope:puppet_or_actor
Then
- Tyranny +10
scope:recipient:If
NOT = { has_relation_rival = scope:puppet_or_actor }One of these
- Ai zeal at most -20
or
Ai greed at least 20or
Ai vengefulness at least 20
- Does not have the Trait: Forgiving
- Does not have the Trait: Craven
- Does not have the Trait: Zealous
- Does not have the Trait: Content
- Does not have the Trait: Humble
- Does not have the Trait: Bastard
Then
- Gains a Rival
Otherwise
If
Then
progress_towards_rival_effect = { CHARACTER = scope:puppet_or_actor REASON = rival_forced_to_take_vows OPINION = 0 }
- Every Parent:
• 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 (74 lines of game script)
take_vows_demand_effect = {
if = {
limit = {
scope:recipient = {
is_heir_of = scope:puppet_or_actor
}
}
add_tyranny = medium_tyranny_gain
}
scope:recipient = {
if = {
limit = {
NOT = {
has_relation_rival = scope:puppet_or_actor
}
OR = {
ai_zeal <= low_negative_ai_value
ai_greed >= low_positive_ai_value
ai_vengefulness >= low_positive_ai_value
}
NOR = {
has_trait = forgiving
has_trait = craven
has_trait = zealous
has_trait = content
has_trait = humble
has_trait = bastard
}
}
set_relation_rival = {
target = scope:puppet_or_actor
reason = rival_forced_to_take_vows
}
}
else = {
if = {
limit = {
#Bastards with decently matching personality don't see this as betrayal
NAND = {
has_trait = bastard
ai_vengefulness < low_positive_ai_value
ai_greed < low_positive_ai_value
ai_zeal > low_negative_ai_value
}
}
progress_towards_rival_effect = {
CHARACTER = scope:puppet_or_actor
REASON = rival_forced_to_take_vows
OPINION = 0
}
}
}
every_parent = {
limit = {
NOR = {
this = scope:puppet_or_actor
#Doesn't have other kid in root's line succession
any_child = {
NOT = {
this = scope:recipient
}
is_heir_of = scope:puppet_or_actor
}
has_trait = zealous
}
}
add_opinion = {
modifier = forced_child_take_vows
target = scope:puppet_or_actor
}
}
}
}As written in game/common/scripted_effects/00_holy_order_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls take_vows_demand_effect.
Character interactions (3)
Events (4)
- holy_order.0002
- Monastic Vows
holy_order.2020 - religious_interaction.1031
- The Military Order
holy_order.0001
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.