Scripted effect
eliminate_and_replace_rite_effect
eliminate_and_replace_rite_effect = { REPLACEMENT_RITE = … TARGET_RITE = … }game/common/scripted_effects/00_history_effects.txt, line 35 (22 lines). Parameters: $REPLACEMENT_RITE$, $TARGET_RITE$.
eliminate_and_replace_rite_effect is a scripted effect in Crusader Kings III, written at line 35 of its file. A call passes 2 parameters: REPLACEMENT_RITE and TARGET_RITE. The game's script calls it in 1 place, among them on_game_start_with_tutorial (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_history_effects.txt.
The comment above it in the file
Both rites are expected to belong to the same faith; heads of rite are code-managed and left alone.
What it does
- Every county:
- Where:
rite = $TARGET_RITE$
set_county_rite = $REPLACEMENT_RITE$
- Where:
$TARGET_RITE$.faith = { … }
• 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 (22 lines of game script)
eliminate_and_replace_rite_effect = {
every_county = {
limit = { rite = $TARGET_RITE$ }
set_variable = {
name = forbid_crypto_reconversion
value = yes
days = 30
}
set_county_rite = $REPLACEMENT_RITE$
}
$TARGET_RITE$.faith = {
every_faith_character = {
limit = { rite = $TARGET_RITE$ }
set_variable = {
name = forbid_crypto_reconversion
value = yes
days = 30
}
set_character_rite = $REPLACEMENT_RITE$
}
}
}As written in game/common/scripted_effects/00_history_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls eliminate_and_replace_rite_effect.
On actions (the game's own hooks) (1)
- on_game_start_with_tutorial
Source: game/common/scripted_effects/00_history_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.