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

demand_conversion_interaction_effect

demand_conversion_interaction_effect = yes

game/common/scripted_effects/00_religious_interaction_effects.txt, line 1051 (64 lines). No parameters.

demand_conversion_interaction_effect is a scripted effect in Crusader Kings III, written at line 1051 of its file. It takes no parameters: demand_conversion_interaction_effect = yes. The game's script calls it in 19 places, among them Attempt to Convert (interaction), Demand Conversion (interaction) and Demand Conversion (interaction). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_effects.txt.

The comment above it in the file

Default conversion effect; allows the recipient to demure whether to keep a secret faith or not

What it does

• 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 (64 lines of game script)
demand_conversion_interaction_effect = {
	if = {
		limit = { NOT = { exists = scope:puppet_or_actor } }
		scope:actor = { save_scope_as = puppet_or_actor }
	}
	scope:recipient.faith = {
		save_scope_as = old_faith
	}
	if = { # Confession penalty
		limit = {
			scope:puppet_or_actor = { var:pam_confession_penalty_var ?= scope:recipient }
		}
		scope:puppet_or_actor = {
			send_interface_toast = {
				title = pam_decision_events.0001.a.conversion.toast
				left_icon = scope:puppet_or_actor
				right_icon = scope:recipient
				remove_variable = pam_confession_penalty_var
				remove_character_modifier = pam_confession_penalty_modifier
			}
		}
		if = {
			limit = {
				scope:is_puppet_action ?= yes
				scope:actor != scope:recipient
			}
			scope:actor = {
				send_interface_toast = {
					title = pam_decision_events.0001.a.conversion.toast_puppeteer
					left_icon = scope:puppet_or_actor
					right_icon = scope:recipient
				}
			}
		}
	}
	# Reward conversion
	scope:puppet_or_actor = { mandala_converter_piety_effect = yes }

	# Grab additional converters, and present them in the tooltip.
	grab_spouses_and_family_to_convert_effect = yes
	show_as_tooltip = {
		convert_family_to_faith_effect = {
			FALSE_CONVERSION = no
			FORCED = yes
		}
	}
	every_in_list = {
		list = spouses_and_family_to_convert
		# Don't say that people can convert when you know they can't
		if = {
			limit = {
				faith = scope:recipient.faith
				NOT = { has_crypto_religionist_secret_known_by_character_trigger = { CHARACTER = scope:puppet_or_actor } }
				NOT = { exists = secret_faith }
			}
			custom_tooltip = ask_for_conversion_interaction_accept_tooltip
		}
	}

	# Fire event that handles actual conversion.
	scope:recipient = {
		trigger_event = false_conversion.0900
	}
}

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 demand_conversion_interaction_effect.

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.

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