Scripted effect
education_5_scheme_progress_effect
education_5_scheme_progress_effect = { SKILL = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 16622 (13 lines). Parameters: $SKILL$.
education_5_scheme_progress_effect is a scripted effect in Crusader Kings III, written at line 16622 of its file. A call passes 1 parameter: SKILL. The game's script calls it in 11 places, among them Boundary Dispute (Scheme) (interaction), Damage Legitimacy (Scheme) (interaction) and Elevate Governorship (Scheme) (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
If
- scope:actor: Has the Trait: education … 5
Then
scope:new_scheme:add_scheme_progress = { value = scheme_progress_gain multiply = 3 }
• 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 (13 lines of game script)
education_5_scheme_progress_effect = {
if = {
limit = {
scope:actor = { has_trait = education_$SKILL$_5 }
}
scope:new_scheme ?= {
add_scheme_progress = {
value = scheme_progress_gain
multiply = 3
}
}
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls education_5_scheme_progress_effect.
Character interactions (11)
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.