Scripted effect
clerical_interaction_refusal_major_effect
clerical_interaction_refusal_major_effect = yesgame/common/scripted_effects/00_religious_interaction_effects.txt, line 2035 (12 lines). No parameters.
clerical_interaction_refusal_major_effect is a scripted effect in Crusader Kings III, written at line 2035 of its file. It takes no parameters: clerical_interaction_refusal_major_effect = yes. The game's script calls it in 3 places, among them Ask for Clerical Influence (interaction), ep3_interactions_events.0621 (event) and hof_ask_for_gold_refusal_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_effects.txt.
What it does
- If played by the AI: Opinion: Refusal (-50)
• 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 (12 lines of game script)
clerical_interaction_refusal_major_effect = {
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:recipient
modifier = refusal_opinion
opinion = -50
}
}
}As written in game/common/scripted_effects/00_religious_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls clerical_interaction_refusal_major_effect.
Character interactions (1)
Events (1)
Scripted effects (1)
Source: game/common/scripted_effects/00_religious_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.