Scripted effect
rite_growth_convert_court_to_new_rite_effect
rite_growth_convert_court_to_new_rite_effect = yesgame/common/scripted_effects/00_religion_effects.txt, line 1148 (27 lines). No parameters.
rite_growth_convert_court_to_new_rite_effect is a scripted effect in Crusader Kings III, written at line 1148 of its file. It takes no parameters: rite_growth_convert_court_to_new_rite_effect = yes. The game's script calls it in 4 places, among them A Heretical Rite (event heresy_dangerous_rite.0010), A New … Rite (event rite_growth.0010) and pam_heresy_convert_ruler_to_new_rite_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.
What it does
- Every courtier or guest:
- Where:
is_physically_able_ai = yesrite = scope:source_rite
set_character_rite = scope:new_rite
- Where:
- Every courtier away:
- Where:
is_physically_able_ai = yesrite = scope:source_rite
set_character_rite = scope:new_rite
- Where:
- Every pool character:
- Where:
is_physically_able_ai = yesrite = scope:source_rite
province = capital_provinceset_character_rite = scope:new_rite
- Where:
• 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)
rite_growth_convert_court_to_new_rite_effect = {
every_courtier_or_guest = {
limit = {
is_physically_able_ai = yes
rite = scope:source_rite
NOT = { has_character_flag = ai_will_not_convert }
}
set_character_rite = scope:new_rite
}
every_courtier_away = {
limit = {
is_physically_able_ai = yes
rite = scope:source_rite
NOT = { has_character_flag = ai_will_not_convert }
}
set_character_rite = scope:new_rite
}
every_pool_character = {
province = capital_province
limit = {
is_physically_able_ai = yes
rite = scope:source_rite
NOT = { has_character_flag = ai_will_not_convert }
}
set_character_rite = scope:new_rite
}
}As written in game/common/scripted_effects/00_religion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls rite_growth_convert_court_to_new_rite_effect.
Events (2)
- A Heretical Rite
heresy_dangerous_rite.0010 - A New … Rite
rite_growth.0010
Source: game/common/scripted_effects/00_religion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.