Scripted effect
convert_family_culture_and_notify_vassals_effect
convert_family_culture_and_notify_vassals_effect = { CONVERTER = … NEW_CULTURE = … OLD_CULTURE = … }game/common/scripted_effects/00_culture_effects.txt, line 109 (106 lines). Parameters: $CONVERTER$, $NEW_CULTURE$, $OLD_CULTURE$.
convert_family_culture_and_notify_vassals_effect is a scripted effect in Crusader Kings III, written at line 109 of its file. A call passes 3 parameters: CONVERTER, NEW_CULTURE and OLD_CULTURE. The game's script calls it in 5 places, among them Convert to Local Culture (decision), Carthage Rising (event major_decisions.3300) and Rise of the Cossacks (event major_decisions.3600). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_culture_effects.txt.
What it does
- Adopts the … Culture
- Every Close Family member sharing your Culture:
- Where:
is_courtier_of = scope:converterNOT = { is_parent_of = root }NOT = { is_grandparent_of = root }- Is not a ruler
has_culture = scope:old_culture
- Adopts the … Culture
- Where:
- Every consort:
- Where:
- Is not a ruler
has_culture = scope:old_culture
- Adopts the … Culture
- Where:
• 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 (106 lines of game script)
convert_family_culture_and_notify_vassals_effect = {
# Save the root character as a reference
save_scope_as = converting_character
# Save the old culture as a scope
$OLD_CULTURE$ = {
save_scope_as = old_culture
}
$NEW_CULTURE$ = {
save_scope_as = new_culture
}
$CONVERTER$ = {
save_scope_as = converter
}
# Convert root character and AI close family members
set_culture = scope:new_culture
if = {
limit = {
is_ai = yes
}
add_character_flag = converted_culture_this_lifetime_ai
}
else = {
add_character_flag = converted_culture_this_lifetime
}
every_close_family_member = {
custom = every_close_family_member_sharing_your_culture
limit = {
is_courtier_of = scope:converter
# Exclude previous generations
NOT = { is_parent_of = root }
NOT = { is_grandparent_of = root }
# Only non-ruler same-culture characters
is_ruler = no
has_culture = scope:old_culture
}
set_culture = scope:new_culture
add_to_temporary_list = notified_of_culture_change
}
every_consort = {
#custom = every_consort_sharing_your_culture
limit = {
is_ruler = no
has_culture = scope:old_culture
NOT = { is_in_list = notified_of_culture_change }
}
set_culture = scope:new_culture
add_to_temporary_list = notified_of_culture_change
}
every_consort = {
limit = {
is_ruler = yes
has_culture = scope:old_culture
NOT = { is_in_list = notified_of_culture_change }
}
custom_description = {
text = decide_on_local_culture_conversion
trigger_event = {
id = culture_conversion.0001
days = 1
}
}
}
# Offer every same-culture vassal a chance to convert
every_vassal_or_below = {
custom = every_old_culture_vassal_holding_new_culture_land
limit = {
culture = scope:old_culture
culture = liege.culture
NOT = { is_in_list = notified_of_culture_change }
}
custom_description = {
text = decide_on_local_culture_conversion
trigger_event = {
id = culture_conversion.0001
days = 1
}
}
add_to_temporary_list = notified_of_culture_change
}
# Notifications
hidden_effect = {
every_player = {
limit = {
OR = {
is_consort_of = scope:converting_character
liege ?= scope:converting_character
AND = {
exists = scope:converting_character.liege
this = scope:converting_character.liege
}
}
NOT = { is_in_list = notified_of_culture_change }
}
send_interface_message = {
type = msg_culture_conversion
title = converted_culture_msg_title
custom_tooltip = converted_from_old_culture_to_new_culture_tt
right_icon = scope:converting_character
}
}
}
}As written in game/common/scripted_effects/00_culture_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls convert_family_culture_and_notify_vassals_effect.
Decisions (1)
Events (3)
- Carthage Rising
major_decisions.3300 - Rise of the Cossacks
major_decisions.3600 - To Be …
culture_conversion.0001
Scripted effects (1)
Source: game/common/scripted_effects/00_culture_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.