Scripted effect
convert_family_to_faith_effect
convert_family_to_faith_effect = { FALSE_CONVERSION = … FORCED = … }game/common/scripted_effects/00_religious_interaction_effects.txt, line 1118 (114 lines). Parameters: $FALSE_CONVERSION$, $FORCED$.
convert_family_to_faith_effect is a scripted effect in Crusader Kings III, written at line 1118 of its file. A call passes 2 parameters: FALSE_CONVERSION and FORCED. The game's script calls it in 6 places, among them An End to … (event false_conversion.1000), An End to … (event false_conversion.1010) and false_conversion.0900 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_effects.txt.
The comment above it in the file
Switch a character to the specified faith and keep their old faith as a secret (or not) Assumes that spouses and family to convert have already been grabbed
What it does
- Every in list:
If
$FALSE_CONVERSION$ = yes- Their faith is the same as that of recipient
Then
If
a check the game hides
Then
convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }
Otherwise
convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
make_character_crypto_religionist_effect = { CRYPTO_RELIGION = scope:old_faith }- Every in list:
If
prev != this
Then
scope:crypto_religionist_secret:reveal_to_without_events_effect = { CHARACTER = prev }
Otherwise
If
a check the game hides
Then
convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }
Otherwise
convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
scope:recipient:If
scope:recipient:- scope:puppet_or_actor › Any character struggle:
involvement = involvedactivate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }
Then
- scope:puppet_or_actor › Every character struggle:
- Where:
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }
involvement = involvedactivate_struggle_catalyst = { catalyst = catalyst_demanding_important_conversion character = scope:puppet_or_actor }
- 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 (114 lines of game script)
convert_family_to_faith_effect = {
if = {
limit = { NOT = { exists = scope:puppet_or_actor } }
scope:actor = { save_scope_as = puppet_or_actor }
}
if = {
limit = { NOT = { exists = scope:old_faith } }
scope:recipient.faith = { save_scope_as = old_faith }
}
every_in_list = {
list = spouses_and_family_to_convert
# Make crypto-religionists of them, if applicable
if = {
limit = {
$FALSE_CONVERSION$ = yes
faith = scope:recipient.faith
}
if = {
limit = {
exists = scope:conversion_rite
}
convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }
}
else = {
convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
}
make_character_crypto_religionist_effect = { CRYPTO_RELIGION = scope:old_faith }
# Grab the character's recently added crypto secret
if = {
limit = {
any_secret = { type = secret_crypto_religionist }
exists = secret_faith
# Ignore the crypto secret if it's not new
# This prevents the edge case of family members finding out about other family's different crypto faiths
secret_faith = scope:old_faith
}
random_secret = {
type = secret_crypto_religionist
save_scope_as = crypto_religionist_secret
}
}
# Make the secret known to all other family members
every_in_list = {
list = spouses_and_family_to_convert
if = {
limit = {
exists = scope:crypto_religionist_secret
prev != this
}
scope:crypto_religionist_secret = {
reveal_to_without_events_effect = { CHARACTER = prev }
}
}
}
}
else = {
if = {
limit = {
exists = scope:conversion_rite
}
convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }
}
else = {
convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
}
}
if = {
limit = {
$FORCED$ = yes
}
hidden_effect = {
add_character_flag = {
flag = converted_by_forced_conversion_interaction
years = 5
}
}
}
}
scope:recipient = {
bastard_to_wild_oat_conversion_interaction_effect = yes
}
# Struggle Catalysts.
if = {
limit = {
scope:recipient = { is_important_or_vip_struggle_character = yes }
scope:puppet_or_actor = {
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_demanding_important_conversion
CHAR = scope:recipient
}
}
}
}
scope:puppet_or_actor = {
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_demanding_important_conversion
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_demanding_important_conversion
character = scope:puppet_or_actor
}
}
}
}
}As written in game/common/scripted_effects/00_religious_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls convert_family_to_faith_effect.
Events (3)
- An End to …
false_conversion.1000 - An End to …
false_conversion.1010 - false_conversion.0900
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.