Scripted effect · By God Alone files
pam_tenet_popularity_seed_status_effect
pam_tenet_popularity_seed_status_effect = { FAITH = … RITE = … STATUS = … VALUE = … }game/common/scripted_effects/pam_effects.txt, line 9155 (16 lines). Parameters: $FAITH$, $RITE$, $STATUS$, $VALUE$.
pam_tenet_popularity_seed_status_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 9155 of its file. A call passes 4 parameters: FAITH, RITE, STATUS and VALUE. The game's script calls it in 2 places, among them pam_tenet_popularity_boost_rite_effect (scripted effect) and pam_tenet_popularity_on_game_start_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
The comment above it in the file
Credits every $RITE$ tenet at $STATUS$ with $VALUE$ popularity for $FAITH$ Root is only a host for the tenet iterator, and its own knowledge is ignored
What it does
If
$FAITH$ = { has_tenet_popularity_trigger = yes }
Then
- Every character tenet:
rite_filter = $RITE$status = $STATUS$$FAITH$ = { … }
• 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 (16 lines of game script)
pam_tenet_popularity_seed_status_effect = {
if = {
limit = { $FAITH$ = { has_tenet_popularity_trigger = yes } }
every_character_tenet = {
rite_filter = $RITE$
status = $STATUS$
save_scope_as = tp_seed_tenet
$FAITH$ = {
change_tenet_popularity = {
target = scope:tp_seed_tenet
change = $VALUE$
}
}
}
}
}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_seed_status_effect.
Scripted effects (2)
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.