CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

befriend_scheme_prep_effect

befriend_scheme_prep_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 11615 (18 lines). No parameters.

befriend_scheme_prep_effect is a scripted effect in Crusader Kings III, written at line 11615 of its file. It takes no parameters: befriend_scheme_prep_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (18 lines of game script)
befriend_scheme_prep_effect = {
	roll_critical_moment_options_04_agent_types_effect = {
		# Success results event.
		OUTPUT_EVENT = scheme_critical_moments.1031
		# Socialite
		AGENT_TYPE_01 = agent_socialite
		AGENT_TYPE_01_WEIGHT = critical_moment_agent_weight_high_value
		# Infiltrator
		AGENT_TYPE_02 = agent_infiltrator
		AGENT_TYPE_02_WEIGHT = critical_moment_agent_weight_high_value
		# Gabbler
		AGENT_TYPE_03 = agent_gabbler
		AGENT_TYPE_03_WEIGHT = critical_moment_agent_weight_high_value
		# Shill
		AGENT_TYPE_04 = agent_shill
		AGENT_TYPE_04_WEIGHT = critical_moment_agent_weight_medium_value
	}
}

As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.

Where it is used

No file of common/, events/ or history/ calls it.

Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?