Scripted effect
check_for_equal_doctrine_effect
check_for_equal_doctrine_effect = yesgame/common/scripted_effects/00_religion_effects.txt, line 68 (17 lines). No parameters.
check_for_equal_doctrine_effect is a scripted effect in Crusader Kings III, written at line 68 of its file. It takes no parameters: check_for_equal_doctrine_effect = yes. The game's script calls it in 3 places, among them on_faith_created (on action), on_rite_change (on action) and on_rite_created (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.
The comment above it in the file
Used to set Equal Law when the Equal Faith Doctrine is gained
What it does
• 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 (17 lines of game script)
check_for_equal_doctrine_effect = {
if = {
limit = {
is_ruler = yes
rite = {
rite_has_doctrine = doctrine_gender_equal
}
scope:old_faith.main_rite = {
NOT = { rite_has_doctrine = doctrine_gender_equal }
}
NOT = {
has_realm_law = equal_law
}
}
add_realm_law_skip_effects = equal_law
}
}As written in game/common/scripted_effects/00_religion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls check_for_equal_doctrine_effect.
On actions (the game's own hooks) (3)
- on_faith_created
- on_rite_change
- on_rite_created
Source: game/common/scripted_effects/00_religion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.