Scripted effect
elope_failure_discovered_effect
elope_failure_discovered_effect = { DISCOVERER = … OWNER = … TARGET = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 15091 (52 lines). Parameters: $DISCOVERER$, $OWNER$, $TARGET$.
elope_failure_discovered_effect is a scripted effect in Crusader Kings III, written at line 15091 of its file. A call passes 3 parameters: DISCOVERER, OWNER and TARGET. The game's script calls it in 4 places, among them A Failed Elopement (event elope.1012), Elope: Protected by Shadows (event elope.0001) and Elope: Torches In The Dark (event elope.1011). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
elope_opinion_list_builder_effect = { OWNER = $OWNER$ TARGET = $TARGET$ LIST_NAME = elope_opinion_list }$OWNER$ = { … }- One in list, picked in order:
If
One of these
root = $OWNER$or
root = this
Then
elope_failure_discovered_opinion_rivalry_effect = { CHARACTER = $OWNER$ }
• 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 (52 lines of game script)
elope_failure_discovered_effect = {
elope_opinion_list_builder_effect = { OWNER = $OWNER$ TARGET = $TARGET$ LIST_NAME = elope_opinion_list }
#Expose lover secret
$OWNER$ = {
random_secret = {
type = secret_lover
limit = {
secret_target = $TARGET$
}
if = {
limit = { $DISCOVERER$ = { is_ai = yes } }
expose_secret = $DISCOVERER$
}
else = {
reveal_to = $DISCOVERER$
}
}
}
#Opinions
ordered_in_list = {
list = elope_opinion_list
max = 10 #To make sure we include all
check_range_bounds = no
order_by = ai_vengefulness
#Towards owner
if = {
limit = {
OR = { #Owner wants to see everything, root wants to see their own
root = $OWNER$
root = this
}
}
elope_failure_discovered_opinion_rivalry_effect = { CHARACTER = $OWNER$ }
}
else = {
hidden_effect = { elope_failure_discovered_opinion_rivalry_effect = { CHARACTER = $OWNER$ } }
}
#Towards target
if = {
limit = { root = this } #Root wants to see their own
elope_failure_discovered_opinion_rivalry_effect = { CHARACTER = $TARGET$ }
}
else = {
hidden_effect = { elope_failure_discovered_opinion_rivalry_effect = { CHARACTER = $TARGET$ } }
}
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls elope_failure_discovered_effect.
Events (3)
- A Failed Elopement
elope.1012 - Elope: Protected by Shadows
elope.0001 - Elope: Torches In The Dark
elope.1011
Scripted effects inside an event file (1)
- yearly_1081_reveal_guilt_effect
Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.