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

pam_sway_to_rite_on_accept_effect

pam_sway_to_rite_on_accept_effect = yes

game/common/scripted_effects/pam_effects.txt, line 11884 (106 lines). No parameters.

pam_sway_to_rite_on_accept_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 11884 of its file. It takes no parameters: pam_sway_to_rite_on_accept_effect = yes. The game's script calls it in 3 places, among them Sway to Rite (interaction), Sway to Rite (interaction) and Sway to Rite (interaction). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.

The comment above it in the file

Shared on_accept for the three Sway to Rite interactions
Option flags exist only on outreach, so the ?= checks do nothing elsewhere

What it does

  • If

    • scope:is_puppet_action ?= yes

    Then

    • scope:puppet_or_actor › If sway ruler to my rite cost more than 0:
      • add_piety = { … }
  • scope:puppet_or_actor:
    • scope:recipient:
      • set_character_rite = scope:puppet_or_actor.rite
      • If played by the AI: Opinion: Pious (+10)
      • If

        Then

        Else if

        • Is a ruler
        • Is landed
        • Their capital county:
          • this.faith = scope:puppet_or_actor.faith
          • this.rite != scope:puppet_or_actor.rite
          • Any neighboring county:
            • One of these

              • this.holder.liege = prev.holder.liege
              • or

                this.holder = prev.holder.liege

        Then

        • Their capital county:
          • set_county_rite = scope:puppet_or_actor.rite
      • If

        • scope:pam_sway_pledge_favor ?= yes

        Then

        • add_hook = { target = scope:puppet_or_actor type = favor_hook }
    • If

      • scope:pam_sway_endowment ?= yes

      Then

      • scope:puppet_or_actor:
        • pay_treasury_or_gold = { target = scope:recipient value = pam_sway_to_rite_endowment_cost_value }
    • If

      • scope:puppet_or_actor.religion = religion:christianity_religion
      • The Christian Church: The current phase counts “Ruler is swayed to a different Rite”

      Then

  • scope:puppet_or_actor:

• 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 (106 lines of game script)
pam_sway_to_rite_on_accept_effect = {
	if = {
		limit = { scope:is_puppet_action ?= yes }
		scope:puppet_or_actor = {
			if = {
				limit = { pam_sway_ruler_to_my_rite_cost_value > 0 }
				add_piety = {
					value = {
						add = pam_sway_ruler_to_my_rite_cost_value
						max = piety
						multiply = -1
					}
				}
			}
		}
	}
	scope:puppet_or_actor = {
		send_interface_toast = {
			type = event_toast_effect_good
			title = sway_ruler_to_my_rite_interaction_toast
			left_icon = scope:puppet_or_actor
			right_icon = scope:recipient
			scope:recipient = {
				set_character_rite = scope:puppet_or_actor.rite
				if = {
					limit = { is_ai = yes }
					add_opinion = {
						target = scope:puppet_or_actor
						modifier = pious_opinion
						opinion = 10
					}
				}
				if = { # Accepting the founding wave of a freshly created rite pulls the whole domain and court along, but only if they are actually tied to us
					limit = {
						is_ruler = yes
						is_landed = yes
						scope:puppet_or_actor.rite ?= {
							has_variable = pam_rite_founding_window
						}
						pam_rite_sway_connected_recipient_trigger = { ACTOR = scope:puppet_or_actor }
					}
					pam_convert_domain_counties_to_rite_effect = { RITE = scope:puppet_or_actor.rite }
					pam_convert_court_to_rite_effect = { RITE = scope:puppet_or_actor.rite }
				}
				else_if = { # We also convert their capital county
					limit = {
						is_ruler = yes
						is_landed = yes
						capital_county = {
							this.faith = scope:puppet_or_actor.faith # set_county_rite would drag a foreign-faith capital across faiths
							this.rite != scope:puppet_or_actor.rite
							any_neighboring_county = { # only if a neighbor shares the same liege or IS the liege, aka I'm not surrounded by complete strangers
								OR = {
									this.holder.liege = prev.holder.liege
									this.holder = prev.holder.liege
								}
							}
						}
					}
					capital_county = { set_county_rite = scope:puppet_or_actor.rite }
				}
				if = {
					limit = { scope:pam_sway_pledge_favor ?= yes }
					add_hook = {
						target = scope:puppet_or_actor
						type = favor_hook
					}
				}
			}
			if = {
				limit = { scope:pam_sway_endowment ?= yes }
				scope:puppet_or_actor = {
					pay_treasury_or_gold = {
						target = scope:recipient
						value = pam_sway_to_rite_endowment_cost_value
					}
				}
			}
		}
		# Catalysts
		if = {
			limit = {
				scope:puppet_or_actor.religion = religion:christianity_religion
				situation:the_christian_church ?= { situation_top_has_catalyst = catalyst_the_christian_church_swayed_to_rite }
			}
			situation:the_christian_church = { trigger_situation_catalyst = catalyst_the_christian_church_swayed_to_rite }
		}
	}
	if = {
		limit = {
			scope:is_puppet_action ?= yes
			scope:actor != scope:recipient
		}
		scope:actor = {
			send_interface_toast = {
				type = event_toast_effect_good
				title = sway_ruler_to_my_rite_interaction_toast_puppeteer
				left_icon = scope:puppet_or_actor
				right_icon = scope:recipient
			}
		}
	}
	scope:puppet_or_actor = {
		pam_tax_nonbelievers_conversion_fulfillment_effect = yes
	}
}

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

Where it is used

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

Character interactions (3)

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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