Scripted effect
dog_got_pregnant_effect
dog_got_pregnant_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 629 (7 lines). No parameters.
dog_got_pregnant_effect is a scripted effect in Crusader Kings III, written at line 629 of its file. It takes no parameters: dog_got_pregnant_effect = yes. The game's script calls it in 1 place, among them …: The Meeting (event pet_animal.1110). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
What it does
- She is expecting puppies!
- Event pet_animal.1190 (after 58–68 days)
• 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 (7 lines of game script)
dog_got_pregnant_effect = {
custom_tooltip = dog_got_pregnant_tooltip
trigger_event = {
id = pet_animal.1190
days = { 58 68 }
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls dog_got_pregnant_effect.
Events (1)
- …: The Meeting
pet_animal.1110
Source: game/common/scripted_effects/00_animal_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.