The following 2 events would give access to the unit and effect states before and after X2Effect_Persistent::OnEffectRemoved() is called. Having only a single event can be insufficient as multiple effects can be removed in a single game state.
EventManager.TriggerEvent('PrePersistentEffectRemoved', NewEffectState, kNewTargetState, NewGameState);
EffectTemplate.OnEffectRemoved( ApplyEffectParameters, NewGameState, bCleansed, self );
EventManager.TriggerEvent('PostPersistentEffectRemoved', NewEffectState, kNewTargetState, NewGameState);
The following 2 events would give access to the unit and effect states before and after
X2Effect_Persistent::OnEffectRemoved()is called. Having only a single event can be insufficient as multiple effects can be removed in a single game state.