Scripted effect
cap_schemes_and_fire_reminders_effect
cap_schemes_and_fire_reminders_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 11359 (102 lines). No parameters.
cap_schemes_and_fire_reminders_effect is a scripted effect in Crusader Kings III, written at line 11359 of its file. It takes no parameters: cap_schemes_and_fire_reminders_effect = yes. The game's script calls it in 62 places, among them Abduct (scheme), Abduct Foe (scheme) and Ambush Travelers (scheme). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
The comment above it in the file
Stop schemes from overflowing with opportunities forever + tell the player when they should do something.
What it does
If
scheme_agent_charges >= opportunity_cap_valuescheme_success_chance >= max_scheme_success_chance
Then
If
scheme_owner = { … }
Then
scheme_owner = { … }- Depending on scheme type:
- When scheme type is Murder:
- When scheme type is Abduct:
- When scheme type is Challenge Status:
- When scheme type is Claim Throne:
- When scheme type is Depose:
- When scheme type is Overthrow Regent:
- When scheme type is Expand Power Base:
- When scheme type is Fabricate Hook:
- When scheme type is Generate Claim:
- When scheme type is Promote:
- When scheme type is Slander:
- When scheme type is Steal Artifact:
- When scheme type is Seize Realm:
- When scheme type is Elevate Governorship:
- When scheme type is Raid Estate:
- When scheme type is Prepare Greek Fire Dromons:
- When scheme type is Steal Herd:
- When scheme type is Siphon Gold from the Treasury:
- When scheme type is Disbelieve Mandala:
- When scheme type is Coerce Tributary:
scheme_owner = { … }
• 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 (102 lines of game script)
cap_schemes_and_fire_reminders_effect = {
if = {
limit = {
scheme_agent_charges >= opportunity_cap_value
scheme_success_chance >= max_scheme_success_chance
}
if = {
limit = {
scheme_owner = {
is_ai = no
NOR = {
has_character_flag = scheme_critical_moments.0011
has_variable = opportunities_reminder
}
}
}
scheme_owner = {
add_character_flag = currently_in_scheme_reminder
# supress the 'variable is used but is never set' error, the flag is set through code with the cooldown effect on the event, smh!
if = {
limit = {
always = no
}
add_character_flag = scheme_critical_moments.0011
}
}
switch = {
trigger = scheme_type
murder = {
murder_scheme_prep_effect = yes
}
abduct = {
abduct_scheme_prep_effect = yes
}
challenge_status = {
challenge_status_scheme_prep_effect = yes
}
claim_throne = {
claim_throne_scheme_prep_effect = yes
}
depose = {
depose_scheme_prep_effect = yes
}
overthrow_regent = {
overthrow_regent_scheme_prep_effect = yes
}
expand_power_base = {
expand_power_base_scheme_prep_effect = yes
}
fabricate_hook = {
fabricate_hook_scheme_prep_effect = yes
}
generate_claim = {
generate_claim_scheme_prep_effect = yes
}
promote = {
promote_scheme_prep_effect = yes
}
slander = {
slander_scheme_prep_effect = yes
}
steal_back_artifact = {
steal_back_artifact_scheme_prep_effect = yes
}
seize_realm = {
seize_realm_scheme_prep_effect = yes
}
found_despotate = {
found_despotate_scheme_prep_effect = yes
}
raid_estate = {
raid_estate_scheme_prep_effect = yes
}
prepare_fire_dromons_scheme = {
prepare_fire_dromons_scheme_prep_effect = yes
}
steal_herd = {
steal_herd_scheme_prep_effect = yes
}
celestial_siphon_treasury = {
celestial_siphon_treasury_prep_effect = yes
}
disbelieve_mandala = {
disbelieve_mandala_scheme_prep_effect = yes
}
coerce_tributary = {
coerce_tributary_scheme_prep_effect = yes
}
}
}
# If the player hasn't been reminded once, tell them that their scheme has hit max opportunities.
scheme_owner = {
if = {
limit = {
is_ai = no
NOT = { has_variable = opportunities_reminder }
}
trigger_event = scheme_critical_moments.0011
}
}
}
}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 cap_schemes_and_fire_reminders_effect.
Schemes (62)
- Abduct
- Abduct Foe
- Ambush Travelers
- Boundary Dispute
- Burn Property
- Challenge Status
56 more
- Claim Throne
- Coerce Contribution
- Coerce Tributary
- Collect Taxes
- Conduct Census
- Confidence Trickster
- Create Work of Learning
- Disbelieve Mandala
- Do a Passage of Arms
- Elevate Governorship
- Expand Power Base
- Fabricate Hook
- Find Secrets
- Flog Talismans
- Generate Claim
- Heist Treasury
- Hired Muscle
- Hobnob with Ruler
- Hunt Criminals
- Impersonate Tax Collector
- Improve Ruler Reputation
- Improvised Spycraft
- Information Leveraging
- Intimidation Tactics
- Legal Interpretation
- Leverage Contribution
- Mediate on Behalf
- Minister: Find Secrets
- Mug Wealthy Citizenry
- Murder
- Murder Foe
- Open Dialogue
- Overthrow Regent
- Perform in a Play
- Prepare Greek Fire Dromons
- Prison Break
- Promote
- Promote Movement Power
- Protect the Innocent
- Raid Estate
- Raise Building
- Regale Court
- Rescue a Fair Subject
- Rustle Animals
- Seize Realm
- Seize Throne
- Settle Boundary Dispute
- Settle Theological Disputes
- Siphon Gold from the Treasury
- Slander
- Slander Movement Power
- Solicit Charity
- Steal Artifact
- Steal Herd
- Subsume Governorship
- Transcribe Texts
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.