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.