Scripted effect
elope_success_opinion_rivalry_effect
elope_success_opinion_rivalry_effect = { CHARACTER = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 15144 (45 lines). Parameters: $CHARACTER$.
elope_success_opinion_rivalry_effect is a scripted effect in Crusader Kings III, written at line 15144 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 1 place, among them elope_success_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
- Opinion: Elopement
If
can_set_relation_rival_trigger = { CHARACTER = $CHARACTER$ }- Is played by the AI
If
is_spouse_of = $CHARACTER$
Then
- Ai vengefulness at least 20
Otherwise
- Ai vengefulness more than 0
Then
If
can_set_relation_nemesis_trigger = { CHARACTER = $CHARACTER$ }- Ai vengefulness at least 35
Then
- Gains a Nemesis
Otherwise
- Gains a Rival
• 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 (45 lines of game script)
elope_success_opinion_rivalry_effect = {
#Crime opinion
add_opinion = {
target = $CHARACTER$
modifier = elopement_opinion
}
#Rivalry
if = {
limit = {
can_set_relation_rival_trigger = { CHARACTER = $CHARACTER$ }
is_ai = yes
trigger_if = {
limit = { is_spouse_of = $CHARACTER$ }
ai_vengefulness >= low_positive_ai_value
}
trigger_else = {
ai_vengefulness > 0
}
}
if = {
limit = {
can_set_relation_nemesis_trigger = { CHARACTER = $CHARACTER$ }
ai_vengefulness >= medium_positive_ai_value
}
set_relation_nemesis = {
reason = nemesis_elopement
copy_reason = rival
target = $CHARACTER$
}
}
else = {
set_relation_rival = {
target = $CHARACTER$
reason = rival_eloped
}
}
}
else_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_success_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.