Scripted trigger
valid_ask_for_conversion_conditions_trigger
valid_ask_for_conversion_conditions_trigger = yesgame/common/scripted_triggers/00_religious_triggers.txt, line 1284 (78 lines). No parameters.
valid_ask_for_conversion_conditions_trigger is a scripted trigger in Crusader Kings III, written at line 1284 of its file. It takes no parameters: valid_ask_for_conversion_conditions_trigger = yes (or no). The game's script calls it in 1 place, among them Demand Conversion (interaction). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_religious_triggers.txt.
What it checks
scope:recipient:NOT = { has_strong_hook = scope:actor }- Does not have the Trait: Monk
- Does not have the Trait: Military Order Member
NOT = { is_imprisoned_by = scope:actor }NOT = { is_at_war_with = scope:actor }
scope:actor:If
- Government is Adventurer
scope:recipient:is_courtier_of = scope:actor
Then
- Adventurers require the Portable Shrine upgrade for the Baggage Train to convert Followers
- If has the Trait: Way of the Nomad: Has the Trait: Zealous
If
scope:recipient:- Has “cannot be converted by value” (a variable the game's script sets)
- Cannot be converted by value is scope:actor
Then
- You have promised to not convert … until …
- The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith
• 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 (78 lines of game script)
valid_ask_for_conversion_conditions_trigger = { # Deliberate variant of the above, so you can ask your diarch nicely to convert if you made a new faith
scope:recipient = {
NOR = {
has_strong_hook = scope:actor
has_trait = devoted
has_trait = order_member
is_imprisoned_by = scope:actor
is_at_war_with = scope:actor
}
}
scope:actor = {
trigger_if = {
limit = {
government_has_flag = government_is_landless_adventurer
scope:recipient = { is_courtier_of = scope:actor }
}
custom_tooltip = {
text = valid_demand_conversion_conditions_trigger.tt.domicile_requires_shrine
domicile = { has_domicile_parameter = camp_enable_conversion }
}
}
trigger_if = {
limit = { has_trait = nomadic_philosophy }
has_trait = zealous
}
}
custom_description = {
text = "is_head_of_religion"
subject = scope:recipient
scope:recipient.faith.religious_head != scope:recipient
}
custom_description = {
text = "is_protected_via_contract"
subject = scope:recipient
# Vassal Contract forbids meddling by liege
NAND = {
exists = scope:recipient.liege
scope:recipient.liege = scope:actor
scope:recipient = {
is_ruler = yes
vassal_contract_has_flag = religiously_protected
}
}
}
trigger_if = {
limit = {
scope:recipient = {
AND = {
has_variable = cannot_be_converted_by_value
var:cannot_be_converted_by_value = scope:actor
}
}
}
custom_tooltip = {
text = promised_to_not_convert_character
scope:recipient = {
NOR = {
has_variable = cannot_be_converted_by_value
var:cannot_be_converted_by_value = scope:actor
}
}
}
}
custom_tooltip = {
text = demand_conversion_clerical_region_capital_faith_tt
NOT = {
scope:recipient = {
any_held_title = {
has_clerical_region = yes
title_capital_county = {
faith != scope:actor.faith
}
}
}
}
}
}As written in game/common/scripted_triggers/00_religious_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls valid_ask_for_conversion_conditions_trigger.
Character interactions (1)
Source: game/common/scripted_triggers/00_religious_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.