CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · By God Alone files

pam_declare_rite_heresy_effect

pam_declare_rite_heresy_effect = yes

game/common/scripted_effects/pam_effects.txt, line 6864 (55 lines). No parameters.

pam_declare_rite_heresy_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 6864 of its file. It takes no parameters: pam_declare_rite_heresy_effect = yes. The game's script calls it in 3 places, among them Declare a Rite Heretical (decision), Declare a Rite Heretical (decision) and The Bull of … (event pam_bull_events.0003). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.

What it does

  • … is declared a Heresy
  • scope:heresy_rite:
    • set_can_convert_to_rite = yes
  • Their faith: Fervor increases by +3
  • If

    Then

    • scope:heresy_rite › Every rite tenet:
      • status = core
      • scope:heresy_declaring_faith: Popularity of a tenet changes
  • If

    • NOT = { scope:heresy_rite.faith = faith }

    Then

    • scope:heresy_rite.faith › Every faith character:

• 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 (55 lines of game script)
pam_declare_rite_heresy_effect = {
	custom_tooltip = {
		text = pam_declare_rite_heresy_effect_tt
		detach_rite_to_new_faith = {
			target = scope:heresy_rite
		}
	}
	# Heresy rite types ship convert = no so they cannot be joined before the bull; branding has to flip it or nothing can convert in.
	scope:heresy_rite = {
		set_can_convert_to_rite = yes
	}
	faith = {
		change_fervor = {
			value = notable_fervor_value
			desc = fervor_gain_pam_rite_declared_heresy
		}
		set_variable = {
			name = rite_growth_recent_heresy
			value = yes
			days = rite_growth_heresy_cooldown_days
		}
	}
	# The declaring faith repudiates the now-heretical rite, so its core tenets lose standing there.
	if = {
		limit = { faith = { has_tenet_popularity_trigger = yes  } }
		faith = { save_scope_as = heresy_declaring_faith }
		scope:heresy_rite = {
			every_rite_tenet = {
				status = core
				save_scope_as = heresy_rite_tenet
				scope:heresy_declaring_faith = {
					change_tenet_popularity = {
						target = scope:heresy_rite_tenet
						change = major_tenet_popularity_loss
					}
				}
			}
		}
	}
	if = {
		limit = {
			exists = scope:heresy_rite
			NOT = { scope:heresy_rite.faith = faith }
		}
		scope:heresy_rite.faith = {
			every_faith_character = {
				limit = {
					is_ruler = yes
					this != scope:bull_issuer
				}
				trigger_event = { id = pam_decision_events.0013 days = 1 }
			}
		}
	}
}

As written in game/common/scripted_effects/pam_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls pam_declare_rite_heresy_effect.

Events (1)

Source: game/common/scripted_effects/pam_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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