CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

zealous_missionary_conversion_effect

zealous_missionary_conversion_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 2919 (11 lines). No parameters.

zealous_missionary_conversion_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 2919 of its file. It takes no parameters: zealous_missionary_conversion_effect = yes. The game's script calls it in 1 place, among them on_travel_plan_complete (on action). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

• 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 (11 lines of game script)
zealous_missionary_conversion_effect = {
	if = {
		limit = {
			exists = location.barony.holder
			government_has_flag = government_is_landless_adventurer
			has_character_flag = zealous_missionary_timer
			location.county ?= { hasan_evangelize_province_trigger = yes }
		}
		trigger_event = ep3_laamp_decision_event.1103
	}
}

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 zealous_missionary_conversion_effect.

On actions (the game's own hooks) (1)

  • on_travel_plan_complete

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.

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