Scripted effect · By God Alone files
pam_the_christian_church_main_power_faith_changed_catalyst_effect
pam_the_christian_church_main_power_faith_changed_catalyst_effect = yesgame/common/scripted_effects/pam_effects.txt, line 4728 (27 lines). No parameters.
pam_the_christian_church_main_power_faith_changed_catalyst_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 4728 of its file. It takes no parameters: pam_the_christian_church_main_power_faith_changed_catalyst_effect = yes. The game's script calls it in 1 place, among them the_christian_church_update_situation_groups_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
The comment above it in the file
A different Christian faith becomes Main Power
What it does
- The Christian Church:
If
- Has “main power faith” (a variable the game's script sets)
- Main power faith is not scope:tcc old main power faith
- Does not have “the christian church main power faith changed catalyst fired” (a variable the game's script sets)
- The current phase counts “A different Faith becomes Main Power in The Christian Church”
Then
- Counts toward the situation's next phase: “A different Faith becomes Main Power in The Christian Church”
• 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 (27 lines of game script)
pam_the_christian_church_main_power_faith_changed_catalyst_effect = {
situation:the_christian_church ?= {
if = {
limit = {
has_variable = pam_main_power_faith_changed_catalyst_faith
NOT = { var:tcc_main_power_faith = var:pam_main_power_faith_changed_catalyst_faith }
}
remove_variable = pam_the_christian_church_main_power_faith_changed_catalyst_fired
remove_variable = pam_main_power_faith_changed_catalyst_faith
}
if = {
limit = {
exists = scope:tcc_old_main_power_faith
has_variable = tcc_main_power_faith
var:tcc_main_power_faith != scope:tcc_old_main_power_faith
NOT = { has_variable = pam_the_christian_church_main_power_faith_changed_catalyst_fired }
situation_top_has_catalyst = catalyst_the_christian_church_main_power_faith_changed
}
set_variable = pam_the_christian_church_main_power_faith_changed_catalyst_fired
set_variable = {
name = pam_main_power_faith_changed_catalyst_faith
value = var:tcc_main_power_faith
}
trigger_situation_catalyst = catalyst_the_christian_church_main_power_faith_changed
}
}
}As written in game/common/scripted_effects/pam_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls pam_the_christian_church_main_power_faith_changed_catalyst_effect.
Scripted effects (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.