Scripted effect · By God Alone files
divorce_house_feud_effect
divorce_house_feud_effect = yesgame/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
house_feud_start_effect = { … }- scope:secondary_recipient: Level of Fame -1
• 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.
Events (3)
- Justifying Divorce
pam_interactions_events.0060 - religious_interaction.1
- religious_interaction.6
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.