Scripted effect · All Under Heaven files
tgp_make_military_celestial_provinces_effect
tgp_make_military_celestial_provinces_effect = yesgame/common/scripted_effects/10_dlc_tgp_history_effects.txt, line 1 (55 lines). No parameters.
tgp_make_military_celestial_provinces_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 1 of its file. It takes no parameters: tgp_make_military_celestial_provinces_effect = yes. The game's script calls it in 1 place, among them on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_history_effects.txt.
What it does
- Their holder:
If
has_subject_contract_group = celestial_vassal
Then
vassal_contract_set_obligation_level = { type = celestial_provinces level = 3 }- If does NOT have the Celestial Commander Succession Law: Adopts the Celestial Commander Succession Law
- Every vassal:
- Where:
primary_title.tier >= tier_countyhas_subject_contract_group = celestial_vassal
vassal_contract_set_obligation_level = { type = celestial_provinces level = 3 }- If does NOT have the Celestial Commander Succession Law: Adopts the Celestial Commander Succession Law
- Every vassal:
- Where:
primary_title.tier >= tier_countyhas_subject_contract_group = celestial_vassal
vassal_contract_set_obligation_level = { type = celestial_provinces level = 3 }- If does NOT have the Celestial Commander Succession Law: Adopts the Celestial Commander Succession Law
- Where:
- Where:
• 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 (55 lines of game script)
tgp_make_military_celestial_provinces_effect = {
holder ?= {
if = {
limit = { has_subject_contract_group = celestial_vassal }
vassal_contract_set_obligation_level = {
type = celestial_provinces
level = 3 # Military
}
if = {
limit = {
NOT = {
has_realm_law = celestial_military_appointment_succession_law
}
}
add_realm_law_skip_effects = celestial_military_appointment_succession_law
}
every_vassal = {
limit = {
primary_title.tier >= tier_county
has_subject_contract_group = celestial_vassal
}
vassal_contract_set_obligation_level = {
type = celestial_provinces
level = 3 # Military
}
if = {
limit = {
NOT = {
has_realm_law = celestial_military_appointment_succession_law
}
}
add_realm_law_skip_effects = celestial_military_appointment_succession_law
}
every_vassal = {
limit = {
primary_title.tier >= tier_county
has_subject_contract_group = celestial_vassal
}
vassal_contract_set_obligation_level = {
type = celestial_provinces
level = 3 # Military
}
if = {
limit = {
NOT = {
has_realm_law = celestial_military_appointment_succession_law
}
}
add_realm_law_skip_effects = celestial_military_appointment_succession_law
}
}
}
}
}
}As written in game/common/scripted_effects/10_dlc_tgp_history_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls tgp_make_military_celestial_provinces_effect.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Source: game/common/scripted_effects/10_dlc_tgp_history_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.