Scripted effect
reclusive_get_relationships_effect
reclusive_get_relationships_effect = yesgame/common/scripted_effects/00_stress_effects.txt, line 317 (30 lines). No parameters.
reclusive_get_relationships_effect is a scripted effect in Crusader Kings III, written at line 317 of its file. It takes no parameters: reclusive_get_relationships_effect = yes. The game's script calls it in 1 place, among them Mental Break: Wanton Desires (event stress_threshold.1011). Patch 1.20.1.2, from game/common/scripted_effects/00_stress_effects.txt.
The comment above it in the file
Check what relationships we have and save their scopes for 'reclusive_damage_relationships_effect' so that the option tooltip is consistent and correct. While preferable to have some, it is okay if we don't have any, as we have a fallback in the option itself.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (30 lines of game script)
reclusive_get_relationships_effect = {
if = {
limit = {
any_relation = { type = friend }
}
random_relation = {
type = friend
save_scope_as = lost_friend
}
}
else_if = {
limit = {
any_relation = { type = lover }
}
random_relation = {
type = lover
save_scope_as = lost_lover
}
}
else_if = {
limit = {
any_spouse = {
exists = this
}
}
random_spouse = {
save_scope_as = neglected_spouse
}
}
}As written in game/common/scripted_effects/00_stress_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls reclusive_get_relationships_effect.
Events (1)
- Mental Break: Wanton Desires
stress_threshold.1011
Source: game/common/scripted_effects/00_stress_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.