CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

child_witch_conversion_success_effect

child_witch_conversion_success_effect = yes

game/common/scripted_effects/00_witch_effects.txt, line 3 (55 lines). No parameters.

child_witch_conversion_success_effect is a scripted effect in Crusader Kings III, written at line 3 of its file. It takes no parameters: child_witch_conversion_success_effect = yes. The game's script calls it in 3 places, among them Hidden Knowledge (event witch.1003), The Age of Knowing (event witch.1002) and witch.1001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_witch_effects.txt.

What it does

  • scope:child:
  • Every in list:
    • scope:child:
      • If has the Trait: Witch:
        • add_trait_force_tooltip = witch
      • Else, if (a hidden condition) › scope:witch_secret:
        • reveal_to = scope:witch_knower
      • Opinion: Impressed (+20)
    • One random secret:
      • Where:
        • NOT = { is_known_by = scope:child }
      • reveal_to = scope:child

• 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 (55 lines of game script)
child_witch_conversion_success_effect = {
	scope:child = {
		give_witch_secret_or_trait_effect = yes
		house = {
			house_head = {
				add_to_list = witch_message
			}
		}
		every_parent = {
			limit = {
				is_ruler = yes
				is_witch_trigger = yes
			}
			add_to_list = witch_message
		}
		random_relation = {
			type = guardian
			save_scope_as = guardian
		}
	}
	every_in_list = {
		list = witch_message
		limit = {
			this != scope:child
		}
		save_scope_as = witch_knower
		send_interface_message = {
			type = event_witchcraft_good
			title = witch.1001.message
			left_icon = scope:child
			scope:child = {
				if = {
					limit = { has_trait = witch }
					show_as_tooltip = { add_trait_force_tooltip = witch }
				}
				else_if = {
					limit = { exists = scope:witch_secret }
					scope:witch_secret = { reveal_to = scope:witch_knower }
				}
				add_opinion = {
					target = PREV
					modifier = impressed_opinion
					opinion = 20
				}
			}
			random_secret = {
				type = secret_witch
				limit = {
					NOT = { is_known_by = scope:child }
				}
				reveal_to = scope:child
			}
		}
	}
}

As written in game/common/scripted_effects/00_witch_effects.txt.

Where it is used

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

Events (3)

Source: game/common/scripted_effects/00_witch_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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