Scripted effect
elope_failure_discovered_opinion_rivalry_effect
elope_failure_discovered_opinion_rivalry_effect = { CHARACTER = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 15259 (14 lines). Parameters: $CHARACTER$.
elope_failure_discovered_opinion_rivalry_effect is a scripted effect in Crusader Kings III, written at line 15259 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 1 place, among them elope_failure_discovered_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
- Opinion: Attempted Elopement
• 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 (14 lines of game script)
elope_failure_discovered_opinion_rivalry_effect = {
add_opinion = {
target = $CHARACTER$
modifier = attempted_elopement_opinion
}
#Rivalry
if = {
limit = {
can_set_relation_potential_rival_trigger = { CHARACTER = $CHARACTER$ }
}
hidden_effect = { set_relation_potential_rival = $CHARACTER$ }
}
}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_opinion_rivalry_effect.
Scripted effects (1)
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.