Scripted effect
adopt_religion_interaction_effect
adopt_religion_interaction_effect = yesgame/common/scripted_effects/00_religious_interaction_effects.txt, line 1470 (22 lines). No parameters.
adopt_religion_interaction_effect is a scripted effect in Crusader Kings III, written at line 1470 of its file. It takes no parameters: adopt_religion_interaction_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_effects.txt.
What it does
grab_spouses_and_family_to_convert_effect = yesconvert_family_to_faith_effect = { FALSE_CONVERSION = no FORCED = no }
• 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 (22 lines of game script)
adopt_religion_interaction_effect = {
# Convert Capital (if of same faith as recipient's old faith)
if = {
limit = {
scope:actor = {
highest_held_title_tier > tier_barony
capital_county.faith != scope:recipient.faith
}
}
scope:actor.capital_county = {
set_county_faith = scope:recipient.faith
set_county_rite = scope:recipient.rite
}
}
# Spouses and family adopt new faith
grab_spouses_and_family_to_convert_effect = yes
convert_family_to_faith_effect = {
FALSE_CONVERSION = no
FORCED = no
}
}As written in game/common/scripted_effects/00_religious_interaction_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_religious_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.