Scripted effect
infidelity_confrontation_story_add_to_list_effect
infidelity_confrontation_story_add_to_list_effect = { LOVER_1 = … LOVER_2 = … }game/common/scripted_effects/00_secret_effects.txt, line 1808 (25 lines). Parameters: $LOVER_1$, $LOVER_2$.
infidelity_confrontation_story_add_to_list_effect is a scripted effect in Crusader Kings III, written at line 1808 of its file. A call passes 2 parameters: LOVER_1 and LOVER_2. The game's script calls it in 1 place, among them start_infidelity_confrontation_story_exposure_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_secret_effects.txt.
The comment above it in the file
Support effect for building lists in "start_infidelity_confrontation_story_exposure_effect"
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (25 lines of game script)
infidelity_confrontation_story_add_to_list_effect = {
save_temporary_scope_as = checked_confronting_partner
if = {
limit = {
NOR = {
this = $LOVER_1$
this = $LOVER_2$
scope:infidelity_story = {
is_target_in_variable_list = {
name = confronting_partners
target = scope:checked_confronting_partner
}
}
}
#Exempt polyamorous spouses.
accepts_adultery_without_penalty_trigger = no
}
scope:infidelity_story = {
add_to_variable_list = {
name = confronting_partners
target = scope:checked_confronting_partner
}
}
}
}As written in game/common/scripted_effects/00_secret_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls infidelity_confrontation_story_add_to_list_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_secret_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.