Scripted effect
grab_spouses_and_family_to_convert_effect
grab_spouses_and_family_to_convert_effect = yesgame/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.