Scripted effect · Roads to Power files
ep3_missionary_effect
ep3_missionary_effect = { LOCATION = … PREACHER = … }game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 9319 (54 lines). Parameters: $LOCATION$, $PREACHER$.
ep3_missionary_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 9319 of its file. A call passes 2 parameters: LOCATION and PREACHER. The game's script calls it in 1 place, among them ep3_hasan_missionary_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
If
One of these
$LOCATION$.religion = $PREACHER$.religionor
$LOCATION$.faith = { has_doctrine_parameter = unreformed }or
character:41702 ?= $PREACHER$
Then
$LOCATION$ = { set_county_faith = $PREACHER$.faith set_county_rite = $PREACHER$.rite }
Else if
$PREACHER$ = { … }$LOCATION$.religion = { … }
Then
$LOCATION$ = { … }
Otherwise
$LOCATION$ = { … }
• 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 (54 lines of game script)
ep3_missionary_effect = {
# Same religion or unreformed or Hasan, convert to the preacher's faith
if = {
limit = {
OR = {
$LOCATION$.religion = $PREACHER$.religion
$LOCATION$.faith = { has_doctrine_parameter = unreformed }
character:41702 ?= $PREACHER$
}
}
$LOCATION$ = {
set_county_faith = $PREACHER$.faith
set_county_rite = $PREACHER$.rite
}
}
# Preacher is Gnostic, convert the locals to a regionally appropriate form of Gnosticism
else_if = {
limit = {
$PREACHER$ = {
OR = {
rite = { rite_has_tenet = tenet_gnosticism }
faith = { has_doctrine = special_doctrine_is_gnostic_faith }
}
}
$LOCATION$.religion = {
any_faith = {
main_rite = { rite_has_tenet = tenet_gnosticism }
}
}
}
$LOCATION$ = {
religion = {
random_faith = {
limit = {
OR = {
main_rite = { rite_has_tenet = tenet_gnosticism }
has_doctrine = special_doctrine_is_gnostic_faith
}
}
$LOCATION$ = { set_county_faith = prev }
}
}
}
}
# Otherwise, reduce popular opinion
else = {
$LOCATION$ = {
add_county_modifier = {
modifier = ep3_religious_doubts
years = 15
}
}
}
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls ep3_missionary_effect.
Scripted effects (1)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.