Scripted effect · All Under Heaven files
tgp_catalyst_from_decision_effect
tgp_catalyst_from_decision_effect = yesgame/common/scripted_effects/10_dlc_tgp_dynastic_cycle_scripted_effects.txt, line 2505 (102 lines). No parameters.
tgp_catalyst_from_decision_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 2505 of its file. It takes no parameters: tgp_catalyst_from_decision_effect = yes. The game's script calls it in 1 place, among them Consult Heaven (decision). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_dynastic_cycle_scripted_effects.txt.
What it does
- Depending on participant group type:
- When participant group type is pro hegemon movement › Dynastic Cycle:
If
- The current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”
root.top_liege.hegemon_favored_stability_phase_value >= 0
Then
- Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
Else if
- The current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”
root.top_liege.hegemon_favored_stability_phase_value < 0
Then
- Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Else, if the current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Otherwise: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- When participant group type is advancement movement › Dynastic Cycle:
- If the current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Else, if the current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Otherwise: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- When participant group type is expansion movement › Dynastic Cycle:
- If the current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Else, if the current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Otherwise: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- When participant group type is conservative movement › Dynastic Cycle:
If
- The current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”
root.top_liege.hegemon_favored_stability_phase_value < 0
Then
- Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
Else if
- The current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”
root.top_liege.hegemon_favored_stability_phase_value >= 0
Then
- Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Else, if the current phase counts “House Head consulted Heaven Dynastic Cycle Catalyst”: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- Otherwise: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- When participant group type is undecided movement › Dynastic Cycle: Counts toward the situation's next phase: “House Head consulted Heaven Dynastic Cycle Catalyst”
- When participant group type is pro hegemon movement › Dynastic Cycle:
• 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 (102 lines of game script)
tgp_catalyst_from_decision_effect = {
switch = {
trigger = participant_group_type
pro_hegemon_movement = {
situation:dynastic_cycle = {
if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_advancement_positive
root.top_liege.hegemon_favored_stability_phase_value >= 0
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_advancement_positive
}
else_if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_expansion_positive
root.top_liege.hegemon_favored_stability_phase_value < 0
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_expansion_positive
}
else_if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_instability_negative
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_instability_negative
}
else = {
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_chaos_negative
}
}
}
advancement_movement = {
situation:dynastic_cycle = {
if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_advancement_positive
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_advancement_positive
}
else_if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_instability_negative
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_instability_negative
}
else = {
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_chaos_negative
}
}
}
expansion_movement = {
situation:dynastic_cycle = {
if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_expansion_positive
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_expansion_positive
}
else_if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_instability_negative
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_instability_negative
}
else = {
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_chaos_negative
}
}
}
conservative_movement = {
situation:dynastic_cycle = {
if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_advancement_positive
root.top_liege.hegemon_favored_stability_phase_value < 0 #flipped on purpose
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_advancement_positive
}
else_if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_expansion_positive
root.top_liege.hegemon_favored_stability_phase_value >= 0 #flipped on purpose
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_expansion_positive
}
else_if = {
limit = {
situation_top_has_catalyst = catalyst_house_head_consulted_heaven_instability_positive
}
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_instability_positive
}
else = {
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_chaos_positive
}
}
}
undecided_movement = {
situation:dynastic_cycle = {
trigger_situation_catalyst = catalyst_house_head_consulted_heaven_chaos_negative
}
}
}
}As written in game/common/scripted_effects/10_dlc_tgp_dynastic_cycle_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls tgp_catalyst_from_decision_effect.
Decisions (1)
Source: game/common/scripted_effects/10_dlc_tgp_dynastic_cycle_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.