Scripted effect
lose_lover_effect
lose_lover_effect = { LOVER = … }game/common/scripted_effects/00_romance_effects.txt, line 812 (71 lines). Parameters: $LOVER$.
lose_lover_effect is a scripted effect in Crusader Kings III, written at line 812 of its file. A call passes 1 parameter: LOVER. The game's script calls it in 2 places, among them Fresh Competition (event ep2_wedding.3410) and on_remove_relation_lover (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_romance_effects.txt.
The comment above it in the file
Run in the scope of the character breaking things off
What it does
If
has_relation_lover = $LOVER$
Then
remove_relation_lover = $LOVER$
• 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 (71 lines of game script)
lose_lover_effect = {
if = {
limit = {
has_relation_lover = $LOVER$
}
remove_relation_lover = $LOVER$
}
#To clear flags
if = {
limit = {
has_character_flag = can_be_confronted_about_lover_exclusivity
}
remove_character_flag = can_be_confronted_about_lover_exclusivity
}
if = {
limit = {
$LOVER$ = {
has_character_flag = can_be_confronted_about_lover_exclusivity
}
}
$LOVER$ = {
remove_character_flag = can_be_confronted_about_lover_exclusivity
}
}
#To remove the object of importance if it exists
if = {
limit = {
has_variable_list = lover_object_of_importance
is_target_in_variable_list = {
name = lover_object_of_importance
target = $LOVER$
}
}
clear_variable_list = lover_object_of_importance
}
else_if = {
limit = {
has_variable_list = lover_object_of_importance_2
is_target_in_variable_list = {
name = lover_object_of_importance_2
target = $LOVER$
}
}
clear_variable_list = lover_object_of_importance_2
}
else_if = {
limit = {
$LOVER$ = {
has_variable_list = lover_object_of_importance
is_target_in_variable_list = {
name = lover_object_of_importance
target = prev
}
}
}
$LOVER$ = { clear_variable_list = lover_object_of_importance }
}
else_if = {
limit = {
$LOVER$ = {
has_variable_list = lover_object_of_importance_2
is_target_in_variable_list = {
name = lover_object_of_importance_2
target = prev
}
}
}
$LOVER$ = { clear_variable_list = lover_object_of_importance_2 }
}
}As written in game/common/scripted_effects/00_romance_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls lose_lover_effect.
Events (1)
- Fresh Competition
ep2_wedding.3410
On actions (the game's own hooks) (1)
- on_remove_relation_lover
Source: game/common/scripted_effects/00_romance_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.