Scripted effect
create_conversion_memory_effect
create_conversion_memory_effect = yesgame/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.