Scripted effect
convert_at_war_interaction_effect
convert_at_war_interaction_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 4757 (35 lines). No parameters.
convert_at_war_interaction_effect is a scripted effect in Crusader Kings III, written at line 4757 of its file. It takes no parameters: convert_at_war_interaction_effect = yes. The game's script calls it in 2 places, among them Adopt Rite (interaction) and religious_interaction.2500 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
scope:puppet_or_actor:- Every character war:
- Where:
primary_defender = scope:puppet_or_actorprimary_attacker = scope:recipientusing_non_ghw_holy_war_cb_trigger = yes
end_war = invalidated
- Where:
If
NOT = { rite = scope:recipient.rite }
Then
convert_to_rite_with_consequences_effect = { RITE = scope:recipient.rite }- Event faith_conversion.0003
- Stress and fulfillment impact: by trait: Zealous +40
- Every character war:
- scope:recipient: Gain 250 Devotion Piety
• 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 (35 lines of game script)
convert_at_war_interaction_effect = {
scope:puppet_or_actor = {
save_scope_as = convert_at_war
every_character_war = {
limit = {
primary_defender = scope:puppet_or_actor
primary_attacker = scope:recipient
using_non_ghw_holy_war_cb_trigger = yes
}
set_variable = {
name = invalidate_defender_faith_change #This variable will invalidate the war and send proper invalidation message
value = yes
}
show_as_tooltip = { end_war = invalidated }
}
faith = { save_scope_as = old_faith }
rite = { save_scope_as = old_rite }
if = {
limit = {
NOT = { rite = scope:recipient.rite }
}
convert_to_rite_with_consequences_effect = { RITE = scope:recipient.rite }
trigger_event = faith_conversion.0003
}
stress_and_fulfillment_impact = {
zealous = medium_stress_impact_gain
}
}
scope:recipient = {
add_piety_experience = major_piety_value
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls convert_at_war_interaction_effect.
Character interactions (1)
Events (1)
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.