Scripted effect
infidelity_confrontation_story_creation_effect
infidelity_confrontation_story_creation_effect = { LOVER_1 = … LOVER_2 = … }game/common/scripted_effects/00_secret_effects.txt, line 1835 (26 lines). Parameters: $LOVER_1$, $LOVER_2$.
infidelity_confrontation_story_creation_effect is a scripted effect in Crusader Kings III, written at line 1835 of its file. A call passes 2 parameters: LOVER_1 and LOVER_2. The game's script calls it in 2 places, among them start_infidelity_confrontation_story_discovery_effect (scripted effect) and 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 for "start_infidelity_confrontation_story_exposure/discovery_effect" effects to creating the story
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (26 lines of game script)
infidelity_confrontation_story_creation_effect = {
$LOVER_1$ = {
create_story = {
type = story_cycle_infidelty_confronter
save_scope_as = infidelity_story
}
scope:infidelity_story = {
set_variable = {
name = lover_1
value = $LOVER_1$
}
set_variable = {
name = lover_2
value = $LOVER_2$
}
add_to_variable_list = {
name = infidelity_lovers
target = $LOVER_1$
}
add_to_variable_list = {
name = infidelity_lovers
target = $LOVER_2$
}
}
}
}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_creation_effect.
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.