Scripted effect
tribal_challenger_lost_effect
tribal_challenger_lost_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 2500 (39 lines). No parameters.
tribal_challenger_lost_effect is a scripted effect in Crusader Kings III, written at line 2500 of its file. It takes no parameters: tribal_challenger_lost_effect = yes. The game's script calls it in 6 places, among them Challenge the … (decision), A Challenger (event tribal.1001) and A Challenger (event tribal.1005). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_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 (39 lines of game script)
tribal_challenger_lost_effect = {
if = {
limit = {
root = scope:liege_to_challenge
}
scope:liege_to_challenge = {
add_prestige = medium_prestige_gain
}
}
else = {
hidden_effect = {
scope:liege_to_challenge = {
add_prestige = medium_prestige_gain
}
}
}
add_prestige_level = -1
if = {
limit = {
root = scope:challenger
}
scope:liege_to_challenge = {
add_opinion = {
target = scope:challenger
modifier = tried_to_usurped_title
}
}
}
else = {
hidden_effect = {
scope:liege_to_challenge = {
add_opinion = {
target = scope:challenger
modifier = tried_to_usurped_title
}
}
}
}
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls tribal_challenger_lost_effect.
Decisions (1)
Events (5)
- A Challenger
tribal.1001 - A Challenger
tribal.1005 - A Challenger
tribal.1015 - A Challenger
tribal.1006 - A Challenger
tribal.1008
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.