Scripted effect
theology_3021_a_failure_effect
theology_3021_a_failure_effect = yesgame/common/scripted_effects/00_learning_lifestyle_effects.txt, line 1375 (16 lines). No parameters.
theology_3021_a_failure_effect is a scripted effect in Crusader Kings III, written at line 1375 of its file. It takes no parameters: theology_3021_a_failure_effect = yes. The game's script calls it in 2 places, among them learning_theology.3024 (event) and learning_theology_3021_outcome_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_learning_lifestyle_effects.txt.
What it does
- scope:compliment_receiver: Opinion: Respect (-10)
- If ai zeal at least 0: Stress and fulfillment impact: +20, and by trait: Zealous +20
• 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 (16 lines of game script)
theology_3021_a_failure_effect = {
scope:compliment_receiver = {
add_opinion = {
target = root
modifier = respect_opinion
opinion = -10
}
}
if = {
limit = { ai_zeal >= 0 }
stress_and_fulfillment_impact = {
base = minor_stress_impact_gain
zealous = minor_stress_impact_gain
}
}
}As written in game/common/scripted_effects/00_learning_lifestyle_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls theology_3021_a_failure_effect.
Events (1)
Scripted effects (1)
Source: game/common/scripted_effects/00_learning_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.