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
- House … replaces … as Leading House of the …
• 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
Character interactions (2)
On actions (the game's own hooks) (1)
- on_rank_up
Scripted effects (2)
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.