Scripted effect
celestial_siphon_treasury_prep_effect
celestial_siphon_treasury_prep_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 11915 (13 lines). No parameters.
celestial_siphon_treasury_prep_effect is a scripted effect in Crusader Kings III, written at line 11915 of its file. It takes no parameters: celestial_siphon_treasury_prep_effect = yes. The game's script calls it in 2 places, among them Siphon Gold from the Treasury (scheme) and cap_schemes_and_fire_reminders_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
If
a check the game hides
Then
scheme_owner = { trigger_event = scheme_critical_moments.0002 }
• 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 (13 lines of game script)
celestial_siphon_treasury_prep_effect = {
save_scope_as = scheme
save_scope_value_as = {
name = follow_up_event
value = event_id:scheme_critical_moments.1201
}
if = {
limit = {
NOT = { exists = scope:suppress_next_event }
}
scheme_owner = { trigger_event = scheme_critical_moments.0002 }
}
}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 celestial_siphon_treasury_prep_effect.
Schemes (1)
- Siphon Gold from the Treasury
Scripted effects (1)
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.