CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · By God Alone files

divorce_house_feud_effect

divorce_house_feud_effect = yes

game/common/scripted_effects/pam_effects.txt, line 8338 (17 lines). No parameters.

divorce_house_feud_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 8338 of its file. It takes no parameters: divorce_house_feud_effect = yes. The game's script calls it in 3 places, among them Justifying Divorce (event pam_interactions_events.0060), religious_interaction.1 (event) and religious_interaction.6 (event). Patch 1.20.1.2, from game/common/scripted_effects/pam_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 (17 lines of game script)
divorce_house_feud_effect = {
	house_feud_start_effect = {
		# Feuding House Head
		ACTOR = scope:divorcer.house.house_head
		# Target House Head
		TARGET = scope:secondary_recipient.house.house_head
		# Feud Reason
		REASON = divorce
		# House Member attacker if relevant 
		ATTACKER = scope:divorcer
		# House Member victim if relevant
		VICTIM = scope:secondary_recipient
	}
	scope:secondary_recipient = {
		add_prestige_level = -1
	}
}

As written in game/common/scripted_effects/pam_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls divorce_house_feud_effect.

Source: game/common/scripted_effects/pam_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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