Scripted effect
revoke_holy_order_duel_victor_apply_effects_effect
revoke_holy_order_duel_victor_apply_effects_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 5150 (6 lines). No parameters.
revoke_holy_order_duel_victor_apply_effects_effect is a scripted effect in Crusader Kings III, written at line 5150 of its file. It takes no parameters: revoke_holy_order_duel_victor_apply_effects_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
• 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 (6 lines of game script)
revoke_holy_order_duel_victor_apply_effects_effect = {
scope:sc_victor = {
add_stress = major_stress_loss
add_prestige = major_prestige_gain
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.