Scripted effect · Roads to Power files
state_faith_conversion_add_piety_effect
state_faith_conversion_add_piety_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 10374 (14 lines). No parameters.
state_faith_conversion_add_piety_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 10374 of its file. It takes no parameters: state_faith_conversion_add_piety_effect = yes. The game's script calls it in 5 places, among them Demand Conversion (interaction), Demand Conversion (interaction) and Demand Conversion (interaction). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
If
scope:puppet_or_actor:- Their top liege: Government allows: state faith
rite = top_liege.primary_title.state_rite
- scope:recipient.top_liege: Government allows: state faith
Then
- scope:puppet_or_actor: Gain +100 Piety
• 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 (14 lines of game script)
state_faith_conversion_add_piety_effect = {
if = {
limit = {
scope:puppet_or_actor = {
top_liege = { government_allows = state_faith }
rite = top_liege.primary_title.state_rite
}
scope:recipient.top_liege = { government_allows = state_faith }
}
scope:puppet_or_actor = {
add_piety = medium_piety_gain
}
}
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls state_faith_conversion_add_piety_effect.
Character interactions (5)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.