Scripted effect
convert_to_witchcraft_scheme_prep_effect
convert_to_witchcraft_scheme_prep_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 11662 (15 lines). No parameters.
convert_to_witchcraft_scheme_prep_effect is a scripted effect in Crusader Kings III, written at line 11662 of its file. It takes no parameters: convert_to_witchcraft_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 (15 lines of game script)
convert_to_witchcraft_scheme_prep_effect = {
roll_critical_moment_options_03_agent_types_effect = {
# Success results event.
OUTPUT_EVENT = scheme_critical_moments.1121
# Infiltrator
AGENT_TYPE_01 = agent_infiltrator
AGENT_TYPE_01_WEIGHT = critical_moment_agent_weight_high_value
# Shill
AGENT_TYPE_02 = agent_shill
AGENT_TYPE_02_WEIGHT = critical_moment_agent_weight_high_value
# Alibi
AGENT_TYPE_03 = agent_alibi
AGENT_TYPE_03_WEIGHT = critical_moment_agent_weight_high_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.