CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

tgp_set_house_bloc_leading_house_effect

tgp_set_house_bloc_leading_house_effect = { LEADER = … }

game/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt, line 385 (56 lines). Parameters: $LEADER$.

tgp_set_house_bloc_leading_house_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 385 of its file. A call passes 1 parameter: LEADER. The game's script calls it in 6 places, among them Become the Leading House (decision), Acknowledge Bloc Leadership (interaction) and Claim House Bloc Leadership (interaction). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt.

The comment above it in the file

Set house leading a 'bloc' (i.e. Japanese style confederation)
root: confederation - bloc getting a new leading house
LEADER: house - new leading house

What it does

  • If

    • If

      a check the game hides

      Then

      • scope:old_leader != scope:leader

    Then

• 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 (56 lines of game script)
tgp_set_house_bloc_leading_house_effect = {
	save_scope_as = bloc
	leading_house = { save_scope_as = old_leader }
	$LEADER$ ?= {
		save_scope_as = leader
		save_scope_as = bloc_creator # for bloc name
	}
	if = {
		limit = {
			exists = scope:leader
			exists = scope:bloc
			trigger_if = {
				limit = { exists = scope:old_leader }
				scope:old_leader != scope:leader
			}
		}
		custom_description = {
			text = change_house_bloc_leader_effect
			subject = scope:leader.house_head
			object = scope:old_leader.house_head
			scope:bloc ?= {
				set_leading_house = scope:leader
				hidden_effect = {
					set_coa = scope:leader
					set_confederation_name = "CONFEDERATION_HOUSE_NAME"
					if = {
						limit = { exists = scope:old_leader }
						set_variable = {
							name = recent_leader_change
							value = scope:old_leader
							years = 5
						}
					}
					every_player = {
						limit = {
							top_liege ?= scope:leader.house_head.top_liege
							tgp_uses_house_blocs_trigger = yes
						}
						send_interface_message = {
							type = msg_house_bloc_leader
							title = msg_bloc_new_leading_house
							desc = msg_bloc_new_leading_house_desc
							left_icon = scope:leader.house_head
							right_icon = scope:leader
							custom_description = {
								text = change_house_bloc_leader_effect
								subject = scope:leader.house_head
								object = scope:old_leader.house_head
							}
						}
					}
				}
			}
		}
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls tgp_set_house_bloc_leading_house_effect.

Decisions (1)

  • Become the Leading House

On actions (the game's own hooks) (1)

  • on_rank_up

Source: game/common/scripted_effects/10_dlc_tgp_house_bloc_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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