CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

local_arbitration_effect

local_arbitration_effect = { COUNTY_MODIFIER = … }

game/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 218 (14 lines). Parameters: $COUNTY_MODIFIER$.

local_arbitration_effect is a scripted effect in Crusader Kings III, written at line 218 of its file. A call passes 1 parameter: COUNTY_MODIFIER. The game's script calls it in 1 place, among them local_adjudicate_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.

What it does

  • You › prev: The county loses the modifier “$COUNTY MODIFIER$”

• 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)
local_arbitration_effect = {
	root = {
		send_interface_message = {
			type = msg_county_corruption_good_increase_control
			title = local_arbitration_key
			left_icon = current_location.county
			right_icon = root

			prev = {
				remove_county_modifier = $COUNTY_MODIFIER$
			}
		}
	}
}

As written in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls local_arbitration_effect.

Scripted effects (1)

Source: game/common/scripted_effects/00_wanderer_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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