Scripted effect
remove_generated_diarch_consequences_effect
remove_generated_diarch_consequences_effect = { LIEGE = … NEW_DIARCH = … }game/common/scripted_effects/00_diarchy_scripted_effects.txt, line 69 (23 lines). Parameters: $LIEGE$, $NEW_DIARCH$.
remove_generated_diarch_consequences_effect is a scripted effect in Crusader Kings III, written at line 69 of its file. A call passes 2 parameters: LIEGE and NEW_DIARCH. The game's script calls it in 1 place, among them on_game_start (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_diarchy_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (23 lines of game script)
remove_generated_diarch_consequences_effect = {
$NEW_DIARCH$ = {
remove_opinion = {
target = $LIEGE$
modifier = designated_me_regent_opinion
}
}
$LIEGE$ = {
every_diarchy_succession_character = {
remove_opinion = {
target = $LIEGE$
modifier = passed_me_over_for_regent_opinion
}
}
every_vassal = {
vassal_stance = courtly
remove_opinion = {
target = $LIEGE$
modifier = designated_bad_regent_opinion
}
}
}
}As written in game/common/scripted_effects/00_diarchy_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_generated_diarch_consequences_effect.
On actions (the game's own hooks) (1)
- on_game_start
Source: game/common/scripted_effects/00_diarchy_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.