CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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.

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