CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

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)

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.

Spotted a mistake on this page?