Scripted effect · By God Alone files
rite_yearly_hor_divergence_drift_apply_effect
rite_yearly_hor_divergence_drift_apply_effect = yesgame/common/scripted_effects/pam_effects.txt, line 6556 (86 lines). No parameters.
rite_yearly_hor_divergence_drift_apply_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 6556 of its file. It takes no parameters: rite_yearly_hor_divergence_drift_apply_effect = yes. The game's script calls it in 1 place, among them rite_yearly_hor_divergence_drift_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
What it does
- scope:diverged_hor › Every character doctrine:
rite_filter = scope:diverged_rite
- 1 of 2 things will happen:
- 50% (base chance; changed in play):
- 50% (base chance; changed in play):
• 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 (86 lines of game script)
rite_yearly_hor_divergence_drift_apply_effect = {
save_scope_as = diverged_rite
head_of_rite = { save_scope_as = diverged_hor }
# Snapshot the rite's current tenets and (HoR-known) doctrines so we can identify what change_rite_divergence swapped in.
every_rite_tenet = {
add_to_list = drift_tenets_before
}
scope:diverged_hor = {
every_character_doctrine = {
rite_filter = scope:diverged_rite
add_to_list = drift_doctrines_before
}
}
random_list = {
100 = {
trigger = {
"divergence(faith.main_rite)" <= 40
}
modifier = {
factor = 0.5
"divergence(faith.main_rite)" >= 30
}
modifier = {
# Low fervor faiths drift outward more readily.
factor = 1.5
faith.fervor <= @hor_drift_low_fervor
}
modifier = {
factor = 0.6
faith.fervor >= @hor_drift_high_fervor
}
save_scope_value_as = { name = diverged_change value = 1 }
rite_yearly_hor_divergence_drift_forward_pick_effect = yes
}
100 = {
trigger = {
"divergence(faith.main_rite)" >= 10
faith.rite_growth_rites_needed <= 0
trigger_if = {
limit = {
exists = faith.religious_head
}
scope:diverged_hor = {
OR = {
opinion = {
target = scope:diverged_rite.faith.religious_head
value >= 50
}
has_dread_level_towards = {
target = scope:diverged_rite.faith.religious_head
level >= 1
}
}
}
}
trigger_else = {
always = yes
}
}
modifier = {
# Mirror the forward throttle: when divergence is small there's less room to walk it back.
factor = 0.5
"divergence(faith.main_rite)" < 20
}
modifier = {
factor = 1.3
faith.fervor >= @hor_drift_high_fervor
}
modifier = {
# Consolidation belongs to high-fervor faiths; sub-70 fervor is the divergence regime.
factor = 0.2
faith.fervor < @hor_drift_high_fervor
}
modifier = {
# Without a HoF to anchor consolidation, backward drift is much rarer.
factor = 0.2
NOT = { exists = faith.religious_head }
}
save_scope_value_as = { name = diverged_change value = -1 }
rite_yearly_hor_divergence_drift_backward_pick_effect = yes
}
}
}As written in game/common/scripted_effects/pam_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls rite_yearly_hor_divergence_drift_apply_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.