CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

grab_spouses_and_family_to_convert_effect

grab_spouses_and_family_to_convert_effect = yes

game/common/scripted_effects/00_religious_interaction_effects.txt, line 989 (60 lines). No parameters.

grab_spouses_and_family_to_convert_effect is a scripted effect in Crusader Kings III, written at line 989 of its file. It takes no parameters: grab_spouses_and_family_to_convert_effect = yes. The game's script calls it in 4 places, among them false_conversion.0900 (event), adopt_religion_interaction_effect (scripted effect) and demand_conversion_interaction_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_effects.txt.

The comment above it in the file

When someone is made to change their faith, find out which of their spouses/family will also convert.
Expects:
 scope:recipient - who's spouses/family may also convert.
Returns:
 List 'spouses_and_family_to_convert' - grabbed characters.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (60 lines of game script)
grab_spouses_and_family_to_convert_effect = {
	if = {
		limit = { NOT = { exists = scope:puppet_or_actor } }
		scope:actor = { save_scope_as = puppet_or_actor }
	}
	scope:recipient = {
		# Add yourself
		add_to_list = spouses_and_family_to_convert
		add_character_flag = spouse_or_family_to_convert
		# Spouses convert
		every_spouse = {
			limit = {
				OR = {
					is_courtier_of = scope:puppet_or_actor
					is_courtier_of = scope:recipient
					is_vassal_of = scope:puppet_or_actor
					is_vassal_of = scope:recipient
				}
				NOR = {
					has_character_flag = ai_will_not_convert
					rite = scope:puppet_or_actor.rite
					has_character_flag = spouse_or_family_to_convert 
				}
				trigger_if = {
					limit = {
						exists = scope:conversion_rite
					}
					rite != scope:conversion_rite
				}
			}
			add_to_list = spouses_and_family_to_convert
			add_character_flag = spouse_or_family_to_convert
		}
		# Family in recipient's court also convert
		if = {
			limit = {
				is_ruler = yes
			}
			every_close_or_extended_family_member = {
				custom = all_family_members_at_court
				limit = {
					employer ?= scope:recipient
					faith = scope:recipient.faith
					faith != scope:puppet_or_actor.faith
					is_ai = yes
					NOT = { has_character_flag = ai_will_not_convert }
					NOT = { has_character_flag = spouse_or_family_to_convert }
					# Don't add the recipient twice
					#root != scope:recipient
				}
				add_to_list = spouses_and_family_to_convert
				add_character_flag = spouse_or_family_to_convert
			}
		}
	}
	every_in_list = {
		list = spouses_and_family_to_convert
		remove_character_flag = spouse_or_family_to_convert
	}
}

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 grab_spouses_and_family_to_convert_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.

Spotted a mistake on this page?