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

create_conversion_memory_effect

create_conversion_memory_effect = yes

game/common/scripted_effects/00_religion_effects.txt, line 1460 (52 lines). No parameters.

create_conversion_memory_effect is a scripted effect in Crusader Kings III, written at line 1460 of its file. It takes no parameters: create_conversion_memory_effect = yes. The game's script calls it in 1 place, among them on_rite_change (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.

The comment above it in the file

Called from on_rite_change, which fires for any faith or rite change. Character scope

What it does

  • If

    • scope:old_rite != rite

    Then

    • If

      • scope:old_faith != faith

      Then

      • create_character_memory = { type = converted_faith_memory }

      Otherwise

      • create_character_memory = { type = converted_rite_memory }

• 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 (52 lines of game script)
create_conversion_memory_effect = {
	if = {
		limit = {
			exists = scope:old_rite
			scope:old_rite != rite # A rite that diverged into its own faith keeps its object; nobody converted
			NOT = { has_character_flag = conversion_memory_recently_created }
		}
		save_temporary_scope_as = conversion_memory_owner
		add_character_flag = { # The conversion window fires on_rite_change twice for a same-faith switch
			flag = conversion_memory_recently_created
			days = 2
		}
		if = {
			limit = {
				exists = scope:old_faith
				scope:old_faith != faith
			}
			create_character_memory = { type = converted_faith_memory }
			scope:new_memory = {
				set_variable = {
					name = old_faith
					value = scope:old_faith
				}
				set_variable = {
					name = new_faith
					value = scope:conversion_memory_owner.faith
				}
				set_variable = {
					name = new_rite
					value = scope:conversion_memory_owner.rite
				}
			}
		}
		else = {
			create_character_memory = { type = converted_rite_memory }
			scope:new_memory = {
				set_variable = {
					name = old_rite
					value = scope:old_rite
				}
				set_variable = {
					name = new_rite
					value = scope:conversion_memory_owner.rite
				}
			}
		}
		if = {
			limit = { is_adult = no }
			scope:new_memory = { set_variable = childhood_memory }
		}
	}
}

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

Where it is used

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

On actions (the game's own hooks) (1)

  • on_rite_change

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.

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