Scripted effect
revive_magyar_paganism_decision_scripted_effect
revive_magyar_paganism_decision_scripted_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 2352 (67 lines). No parameters.
revive_magyar_paganism_decision_scripted_effect is a scripted effect in Crusader Kings III, written at line 2352 of its file. It takes no parameters: revive_magyar_paganism_decision_scripted_effect = yes. The game's script calls it in 2 places, among them Revive Táltosism (decision) and The Old Rites (event east_europe.0032). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
What it does
- They changes Faith to Táltosism
- Gains the Nickname 'the Apostate'
- Counties in your Realm that share your Cultural Heritage might convert to Táltosism
- Their primary title › • All Counties that convert:
- Where: Title tier exactly County · Their faith is Táltosism
- The county gains the modifier “Magyar Sympathy” for 25 years
- Popular Opinion +25
• 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 (67 lines of game script)
revive_magyar_paganism_decision_scripted_effect = {
#Change yourself, and any willing vassals/family, over to Magyar Paganism.
set_character_faith_with_conversion = faith:magyar_pagan
#Gain nickname for your troubles.
give_nickname = nick_the_apostate
#Magyar_group counties of your old religion may defect back to the old ways.
custom_tooltip = revive_magyar_paganism_decision_scripted_effect.county_conversions.tt
hidden_effect = {
primary_title = {
every_in_de_facto_hierarchy = {
limit = {
tier = tier_county
culture = { has_cultural_pillar = heritage_magyar }
exists = scope:old_faith
religion = scope:old_faith.religion
}
#Mogyers remember the old ways best, and have a high chance to flip.
if = {
limit = { culture = culture:mogyer }
random = {
chance = 70
set_county_faith = faith:magyar_pagan
}
}
#Slightly up the chances for the apostate.
else_if = {
limit = { holder = root }
random = {
chance = 50
set_county_faith = faith:magyar_pagan
}
}
#Other magyar_group cultures still have a moderate chance to flip.
else = {
random = {
chance = 30
set_county_faith = faith:magyar_pagan
}
}
}
}
}
#Make flipping counties deliriously happy about the whole affair.
primary_title = {
every_in_de_facto_hierarchy = {
limit = {
tier = tier_county
faith = faith:magyar_pagan
}
custom = hungarian_resettlement.every_converted_province
add_county_modifier = {
modifier = magyar_appreciation_modifier
years = 25
}
}
}
#Finally, give magyar_pagans a hefty fervour boost, just so that they don't immediately convert back.
hidden_effect = {
faith:magyar_pagan = {
save_temporary_scope_as = magyar_faith
change_fervor = {
value = massive_fervor_gain
desc = fervor_gain_magyar_revivalism
}
}
}
}As written in game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls revive_magyar_paganism_decision_scripted_effect.
Decisions (1)
Events (1)
- The Old Rites
east_europe.0032
Source: game/common/scripted_effects/00_major_decisions_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.