Scripted effect
christian_saint_bone_tooltip_effect
christian_saint_bone_tooltip_effect = yesgame/common/scripted_effects/00_pilgrimage_effects.txt, line 1123 (8 lines). No parameters.
christian_saint_bone_tooltip_effect is a scripted effect in Crusader Kings III, written at line 1123 of its file. It takes no parameters: christian_saint_bone_tooltip_effect = yes. The game's script calls it in 1 place, among them give_pilgrimage_reward_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_pilgrimage_effects.txt.
The comment above it in the file
Needed to ensure tooltip matches artifact name
What it does
If
a check the game hides
Then
scope:christian_saint_bone_scope:set_owner = scope:host
• 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 (8 lines of game script)
christian_saint_bone_tooltip_effect = {
if = {
limit = { exists = scope:christian_saint_bone_scope }
show_as_tooltip = {
scope:christian_saint_bone_scope = { set_owner = scope:host }
}
}
}As written in game/common/scripted_effects/00_pilgrimage_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls christian_saint_bone_tooltip_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_pilgrimage_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.