CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

revive_magyar_paganism_decision_scripted_effect

revive_magyar_paganism_decision_scripted_effect = yes

game/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

• 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)

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.

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