Scripted effect
expand_new_culture_from_origin_point
expand_new_culture_from_origin_point = { CONVERTEE = … CULTURE = … }game/common/scripted_effects/00_culture_effects.txt, line 450 (49 lines). Parameters: $CONVERTEE$, $CULTURE$.
expand_new_culture_from_origin_point is a scripted effect in Crusader Kings III, written at line 450 of its file. A call passes 2 parameters: CONVERTEE and CULTURE. The game's script calls it in 1 place, among them new_culture_created_conversion_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_culture_effects.txt.
What it does
- Every title to title neighboring and across water county:
- Where:
- Their holder:
target_is_same_character_or_above = $CONVERTEE$
$CULTURE$ = { … }
- Their holder:
set_county_culture = $CULTURE$- Every title to title neighboring and across water county:
- Where:
- Their holder:
target_is_same_character_or_above = $CONVERTEE$
$CULTURE$ = { … }
- Their holder:
- …% chance of:
set_county_culture = $CULTURE$- Every title to title neighboring and across water county:
- Where:
holder.top_liege = $CONVERTEE$.top_liege$CULTURE$ = { … }
- …% chance of:
set_county_culture = $CULTURE$
- Where:
- Where:
- Where:
• 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 (49 lines of game script)
expand_new_culture_from_origin_point = {
every_title_to_title_neighboring_and_across_water_county = {
limit = {
holder = { target_is_same_character_or_above = $CONVERTEE$ }
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
set_county_culture = $CULTURE$
every_title_to_title_neighboring_and_across_water_county = {
limit = {
holder = { target_is_same_character_or_above = $CONVERTEE$ }
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
random = {
chance = {
value = $CULTURE$.expand_new_culture_chance
}
set_county_culture = $CULTURE$
every_title_to_title_neighboring_and_across_water_county = {
limit = {
holder.top_liege = $CONVERTEE$.top_liege
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
random = {
chance = {
value = $CULTURE$.expand_new_culture_chance
}
set_county_culture = $CULTURE$
}
}
}
}
}
}As written in game/common/scripted_effects/00_culture_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls expand_new_culture_from_origin_point.
Scripted effects (1)
Source: game/common/scripted_effects/00_culture_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.