Scripted effect
forgive_effect
forgive_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 1906 (33 lines). No parameters.
forgive_effect is a scripted effect in Crusader Kings III, written at line 1906 of its file. It takes no parameters: forgive_effect = yes. The game's script calls it in 1 place, among them Forgive (interaction). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_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 (33 lines of game script)
forgive_effect = {
remove_trait = denounced
custom_tooltip = denounced_change_to_forgiven
hidden_effect = {
remove_opinion = {
target = scope:puppet_or_actor
modifier = denounced_opinion
}
add_opinion = {
modifier = forgave_denounced_opinion
target = scope:puppet_or_actor
opinion = -25
}
}
if = {
limit = {
NOT = { is_close_family_of = scope:puppet_or_actor }
}
house = {
every_house_member = {
limit = {
house != scope:puppet_or_actor.house
}
custom = all_house_members
add_opinion = {
modifier = forgave_house_member_opinion
target = scope:puppet_or_actor
}
}
}
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls forgive_effect.
Character interactions (1)
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.