Scripted effect
secret_faith_openly_convert_all_in_realm_specific
secret_faith_openly_convert_all_in_realm_specific = yesgame/common/scripted_effects/00_religion_effects.txt, line 730 (49 lines). No parameters.
secret_faith_openly_convert_all_in_realm_specific is a scripted effect in Crusader Kings III, written at line 730 of its file. It takes no parameters: secret_faith_openly_convert_all_in_realm_specific = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.
The comment above it in the file
Openly convert all secret faith counties of your faith in your realm
What it does
If
- Any sub realm county:
- Has “false convert” (a variable the game's script sets)
- False convert is root.faith
- Their faith is the same as yours
Then
- Every sub realm county:
- Where: Has “false convert” (a variable the game's script sets) · False convert is root.faith · Their faith is the same as yours
set_county_faith = var:false_convert- The county loses the modifier “Suspected False Converts”
- The county gains the modifier “Relieved Crypto-Religionists” for 25 years
- Popular Opinion +30
- Any sub realm county:
• 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 (49 lines of game script)
secret_faith_openly_convert_all_in_realm_specific = {
if = {
limit = {
any_sub_realm_county = {
has_variable = false_convert
var:false_convert = root.faith
faith != root.faith # Discount them if they've already been switched by the conversion action.
}
}
save_scope_value_as = { # Keeping track how many counties convert
name = num_false_converts_counties
value = 0
}
every_sub_realm_county = {
limit = {
has_variable = false_convert
var:false_convert = root.faith
faith != root.faith # Discount them if they've already been switched by the conversion action.
}
set_county_faith = var:false_convert # Change faith
remove_county_modifier = false_convert_modifier
remove_variable = false_convert # Cleanup
add_county_modifier = { # Everyone likes practicing their faith in the open!
modifier = relieved_cryptos_modifier
years = 25
}
save_scope_value_as = { # Updating how many counties convert
name = num_false_converts_counties
value = {
value = scope:num_false_converts_counties
add = 1
}
}
}
if = { # Include counties in the message if there are any
limit = { scope:num_false_converts_counties > 0 }
root = {
send_interface_message = {
type = event_religious_good_text
title = event_false_converts.t
desc = event_false_converts_plus_counties.desc
}
}
}
}
}As written in game/common/scripted_effects/00_religion_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.