Scripted effect · All Under Heaven files
tgp_set_historical_house_relation_effect
tgp_set_historical_house_relation_effect = { LEVEL = … OTHER_HOUSE = … }game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt, line 3159 (15 lines). Parameters: $LEVEL$, $OTHER_HOUSE$.
tgp_set_historical_house_relation_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 3159 of its file. A call passes 2 parameters: LEVEL and OTHER_HOUSE. The game's script calls it in 2 places, among them tgp_join_historical_house_bloc_effect (scripted effect) and tgp_setup_historical_house_relation_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_japan_scripted_effects.txt.
What it does
If
house_relation_is_valid_to_start_trigger = { HOUSE = this OTHER_HOUSE = $OTHER_HOUSE$ }
Then
set_house_relation = { target = $OTHER_HOUSE$ level = $LEVEL$ description = house_relation_reason_historical_desc }
• 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 (15 lines of game script)
tgp_set_historical_house_relation_effect = {
if = {
limit = {
house_relation_is_valid_to_start_trigger = {
HOUSE = this
OTHER_HOUSE = $OTHER_HOUSE$
}
}
set_house_relation = {
target = $OTHER_HOUSE$
level = $LEVEL$
description = house_relation_reason_historical_desc
}
}
}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 tgp_set_historical_house_relation_effect.
Scripted effects (2)
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.