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

pam_tenet_popularity_on_county_faith_change_effect

pam_tenet_popularity_on_county_faith_change_effect = yes

game/common/scripted_effects/pam_effects.txt, line 8731 (42 lines). No parameters.

pam_tenet_popularity_on_county_faith_change_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 8731 of its file. It takes no parameters: pam_tenet_popularity_on_county_faith_change_effect = yes. The game's script calls it in 1 place, among them on_county_faith_change (on action). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.

The comment above it in the file

on_county_faith_change sets root as the county and scope:old_faith as the previous faith
var:tp_popularity_rite remembers the last credited rite so the old faith can be uncredited

What it does

  • If a check the game hides passes: the same again (3 lines)
    • If

      Then

      • scope:tp_old_rite › Every rite tenet:
        • status = core
        • scope:old_faith: Popularity of a tenet changes
  • If

    Then

    • scope:tp_new_rite › Every rite tenet:
      • status = core
      • scope:tp_new_faith: Popularity of a tenet changes

• 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 (42 lines of game script)
pam_tenet_popularity_on_county_faith_change_effect = {
	faith = { save_scope_as = tp_new_faith }
	rite = { save_scope_as = tp_new_rite }
	if = {
		limit = { exists = var:tp_popularity_rite }
		var:tp_popularity_rite = { save_scope_as = tp_old_rite }
		if = {
			limit = { scope:old_faith = { has_tenet_popularity_trigger = yes } }
			scope:tp_old_rite = {
				every_rite_tenet = {
					status = core
					save_scope_as = tp_tenet
					scope:old_faith = {
						change_tenet_popularity = {
							target = scope:tp_tenet
							change = miniscule_tenet_popularity_loss
						}
					}
				}
			}
		}
	}
	if = {
		limit = { scope:tp_new_faith = { has_tenet_popularity_trigger = yes } }
		scope:tp_new_rite = {
			every_rite_tenet = {
				status = core
				save_scope_as = tp_tenet
				scope:tp_new_faith = {
					change_tenet_popularity = {
						target = scope:tp_tenet
						change = miniscule_tenet_popularity_gain
					}
				}
			}
		}
	}
	set_variable = {
		name = tp_popularity_rite
		value = rite
	}
}

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

Where it is used

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

On actions (the game's own hooks) (1)

  • on_county_faith_change

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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