Scripted effect
rite_growth_spawn_doctrine_divergence_effect
rite_growth_spawn_doctrine_divergence_effect = yesgame/common/scripted_effects/00_religion_effects.txt, line 1134 (13 lines). No parameters.
rite_growth_spawn_doctrine_divergence_effect is a scripted effect in Crusader Kings III, written at line 1134 of its file. It takes no parameters: rite_growth_spawn_doctrine_divergence_effect = yes. The game's script calls it in 1 place, among them A New … Rite (event rite_growth.0010). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.
The comment above it in the file
Requires scope:new_rite and pass founder, as the new rite has no counties for a Head of Rite fallback We leave include_unknown open because the founder's knowledge cannot cover the core tenets
What it does
If
a check the game hides
Then
scope:new_rite:change_rite_divergence = { … }
• 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 (13 lines of game script)
rite_growth_spawn_doctrine_divergence_effect = {
if = {
limit = { exists = scope:new_rite }
scope:new_rite = {
change_rite_divergence = {
value = rite_growth_spawn_doctrine_divergence
override_tenets_first = no
include_unknown = yes
character = rite_founder
}
}
}
}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_spawn_doctrine_divergence_effect.
Events (1)
- 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.