Scripted effect
new_culture_created_conversion_effect
new_culture_created_conversion_effect = { CONVERTEE = … CONVERTER = … CULTURE = … }game/common/scripted_effects/00_culture_effects.txt, line 500 (277 lines). Parameters: $CONVERTEE$, $CONVERTER$, $CULTURE$.
new_culture_created_conversion_effect is a scripted effect in Crusader Kings III, written at line 500 of its file. A call passes 3 parameters: CONVERTEE, CONVERTER and CULTURE. The game's script calls it in 1 place, among them on_culture_created (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_culture_effects.txt.
What it does
$CONVERTEE$ = { … }If
$CONVERTEE$ = { … }
Then
$CONVERTEE$ = { … }
• 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 (120 lines of game script)
new_culture_created_conversion_effect = {
# Save the hybrid culture for use with ai_will_do down the line
if = {
limit = {
$CULTURE$ = { is_hybrid_culture = yes }
}
add_to_global_variable_list = { name = hybrid_cultures target = $CULTURE$ }
}
# Convert Counties (if of same culture as recipient's old culture)
$CONVERTEE$ = {
if = {
limit = {
capital_county ?= {
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
}
capital_county = {
set_county_culture = $CULTURE$
expand_new_culture_from_origin_point = {
CONVERTEE = $CONVERTEE$
CULTURE = $CULTURE$
}
}
}
else_if = {
limit = {
any_held_title = {
title_tier = county
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
}
random_held_title = {
title_tier = county
limit = {
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
set_county_culture = $CULTURE$
expand_new_culture_from_origin_point = {
CONVERTEE = $CONVERTEE$
CULTURE = $CULTURE$
}
}
}
else_if = {
limit = {
any_sub_realm_county = {
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
}
random_sub_realm_county = {
limit = {
save_temporary_scope_as = county_check
$CULTURE$ = {
any_parent_culture = {
this = scope:county_check.culture
}
}
}
set_county_culture = $CULTURE$
expand_new_culture_from_origin_point = {
CONVERTEE = $CONVERTEE$
CULTURE = $CULTURE$
}
}
}
}
# Spouses convert
$CONVERTEE$ = {
every_spouse = {
limit = {
OR = {
is_courtier_of = $CONVERTER$
is_courtier_of = $CONVERTEE$
is_vassal_or_below_of = $CONVERTER$
is_vassal_or_below_of = $CONVERTEE$
}
save_temporary_scope_as = spouse_check
$CULTURE$ = {
any_parent_culture = {
this = scope:spouse_check.culture
}
}
}
if = {
limit = {
exists = domicile.domicile_culture
culture = domicile.domicile_culture
}
domicile = { set_domicile_culture = $CULTURE$ }
}
set_culture = $CULTURE$
hidden_effect = {
add_character_flag = converted_culture_this_lifetime
}
}
}
# Family in recipient's court also convert
if = {As written in game/common/scripted_effects/00_culture_effects.txt.
The first 120 of its 277 lines; the rest is in game/common/scripted_effects/00_culture_effects.txt from line 500.
Where it is used
Every place in common/, events/ and history/ that calls new_culture_created_conversion_effect.
On actions (the game's own hooks) (1)
- on_culture_created
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.