CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · By God Alone files

the_christian_church_fire_event_for_participant_players_effect

the_christian_church_fire_event_for_participant_players_effect = { EVENT = … }

game/common/scripted_effects/pam_effects.txt, line 935 (28 lines). Parameters: $EVENT$.

the_christian_church_fire_event_for_participant_players_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 935 of its file. A call passes 1 parameter: EVENT. The game's script calls it in 1 place, among them The Christian Church (situation). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.

The comment above it in the file

The Christian Church phase start effect -
Phase on_start runs with situation as root; every_player does not iterate players from that context. Iterate situation participants instead (cf. the_great_steppe phase on_start).

What it does

  • If does not have “skip tcc phase start event” (a variable the game's script sets) › Every player:
    • Only some of them (the filter is in the script below)
    • Event $EVENT$

• 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 (28 lines of game script)
the_christian_church_fire_event_for_participant_players_effect = {
	if = {
		limit = {
			NOT = { has_global_variable = pam_skip_tcc_phase_start_event }
		}
		every_player = {
			limit = {
				# Saeculum Obscurum on_start fires the schism start event
				trigger_if = {
					limit = {
						situation:the_christian_church ?= { situation_current_phase = saeculum_obscurum }
					}
					situation:the_christian_church ?= {
						NOT = { has_variable = pam_great_schism_status }
					}
				}
				OR = {
					government_has_flag = government_is_theocracy
					years_from_game_start >= 1
				}
				any_character_situation = {
					this = situation:the_christian_church
				}
			}
			trigger_event = $EVENT$
		}
	}
}

As written in game/common/scripted_effects/pam_effects.txt.

Where it is used

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

Situations (1)

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

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