Scripted effect
give_piety_for_clinging_to_state_faith_effect
give_piety_for_clinging_to_state_faith_effect = yesgame/common/scripted_effects/00_religious_interaction_effects.txt, line 1632 (6 lines). No parameters.
give_piety_for_clinging_to_state_faith_effect is a scripted effect in Crusader Kings III, written at line 1632 of its file. It takes no parameters: give_piety_for_clinging_to_state_faith_effect = yes. The game's script calls it in 5 places, among them Compel Conversion (interaction), Demand Conversion (interaction) and religious_interaction.2003 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_effects.txt.
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 (6 lines of game script)
give_piety_for_clinging_to_state_faith_effect = {
if = {
limit = { top_liege.primary_title.state_rite ?= scope:recipient.rite }
add_piety = 200
}
}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 give_piety_for_clinging_to_state_faith_effect.
Character interactions (2)
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.