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

secret_faith_openly_convert_all_in_realm_specific

secret_faith_openly_convert_all_in_realm_specific = yes

game/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

• 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.

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