Scripted effect
begin_contract_scheme_with_agents_effect
begin_contract_scheme_with_agents_effect = { AGENT_1 = … AGENT_2 = … AGENT_3 = … AGENT_4 = … AGENT_5 = … SCHEME_TYPE = … TARGET_SCOPE = … TARGET_TYPE = … TASK_CONTRACT = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 16354 (64 lines). Parameters: $AGENT_1$, $AGENT_2$, $AGENT_3$, $AGENT_4$, $AGENT_5$, $SCHEME_TYPE$, $TARGET_SCOPE$, $TARGET_TYPE$, $TASK_CONTRACT$.
begin_contract_scheme_with_agents_effect is a scripted effect in Crusader Kings III, written at line 16354 of its file. A call passes 9 parameters: AGENT_1, AGENT_2, AGENT_3, AGENT_4, AGENT_5, SCHEME_TYPE, TARGET_SCOPE, TARGET_TYPE and TASK_CONTRACT. The game's script calls it in 8 places, among them Generate Claim (Scheme) (interaction), Steal Artifact (Scheme) (interaction) and Contract: Eyes in the Shadows (event ep3_contract_event.0100). 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 (64 lines of game script)
begin_contract_scheme_with_agents_effect = {
# Log our scheme launcher so that we can refer to them down the line.
save_scope_as = scheme_launcher
# Flag that we _don't_ need more agents.
set_variable = {
name = agents_added
value = yes
days = 1
}
every_scheme = { add_to_list = current_schemes_list }
# check if you have to attach a contract to the scheme
# Now start the scheme.
start_scheme = {
type = $SCHEME_TYPE$
$TARGET_TYPE$ = $TARGET_SCOPE$
contract = $TASK_CONTRACT$
}
# And grab the scheme's scope.
random_scheme = {
limit = {
NOT = { is_in_list = current_schemes_list }
}
save_scope_as = new_scheme
}
scope:new_scheme ?= {
# Add our starting agents.
add_agent_slot = $AGENT_1$
add_agent_slot = $AGENT_2$
add_agent_slot = $AGENT_3$
add_agent_slot = $AGENT_4$
add_agent_slot = $AGENT_5$
# If we have a custom charge threshold to complete, set that here.
## Overthrow Regent.
if = {
limit = { scheme_type = overthrow_regent }
set_variable = {
name = custom_charge_threshold
value = 1
}
}
# Set up our grace period.
set_variable = {
name = secrecy_grace_period
value = secrecy_grace_character_total_starting_value
}
set_variable = {
name = attached_task_contract
value = $TASK_CONTRACT$
}
}
if = { # start_scheme can fail, leaving no scheme to attach the contract to
limit = { exists = scope:new_scheme }
$TASK_CONTRACT$ = {
set_variable = {
name = attached_scheme
value = scope:new_scheme
}
}
open_view = {
view = intrigue_window
player = scope:new_scheme.scheme_owner
}
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls begin_contract_scheme_with_agents_effect.
Character interactions (2)
Events (6)
- Contract: Eyes in the Shadows
ep3_contract_event.0100 - Contract: Forgotten Claims
ep3_contract_event.0080 - Contract: Prison Break
ep3_contract_event.0030 - Contract: Protect Heritage
ep3_contract_event.0020 - Contract: Reclaim Artifact
ep3_contract_event.0009 - Contract: Safeguard the Faithful
ep3_contract_event.0021
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.