Scripted effect · Roads to Power files
zealous_missionary_conversion_effect
zealous_missionary_conversion_effect = yesgame/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.