Scripted effect
debug_test_scheme_event_effect
debug_test_scheme_event_effect = { EVENT = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 17091 (21 lines). Parameters: $EVENT$.
debug_test_scheme_event_effect is a scripted effect in Crusader Kings III, written at line 17091 of its file. A call passes 1 parameter: EVENT. 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
- Event $EVENT$
• 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 (21 lines of game script)
debug_test_scheme_event_effect = {
random_scheme = {
save_scope_as = scheme
root = {
save_scope_as = owner
}
scheme_target_character ?= {
save_scope_as = target
}
scheme_target_title ?= {
save_scope_as = target
}
scheme_target_culture ?= {
save_scope_as = target
}
scheme_target_faith ?= {
save_scope_as = target
}
}
trigger_event = $EVENT$
}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.