CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

improve_scheme_preparation_burnt_opportunities_modifier_effect

improve_scheme_preparation_burnt_opportunities_modifier_effect = { MODIFIER = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 11471 (84 lines). Parameters: $MODIFIER$.

improve_scheme_preparation_burnt_opportunities_modifier_effect is a scripted effect in Crusader Kings III, written at line 11471 of its file. A call passes 1 parameter: MODIFIER. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Improve a certain type of modifier attached to the scheme, burning opportunities to do so.

What it does

  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_09
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_10 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_08
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_09 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_07
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_08 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_06
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_07 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_05
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_06 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_04
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_05 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_03
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_04 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_02
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_03 }
  • Else, if all of these hold:
    • Conditions:
      • has_scheme_modifier = $MODIFIER$_level_01
    • Then:
      • add_scheme_modifier = { type = $MODIFIER$_level_02 }
  • Otherwise:
    • add_scheme_modifier = { type = $MODIFIER$_level_01 }

• 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 (84 lines of game script)
improve_scheme_preparation_burnt_opportunities_modifier_effect = {
	# Cap us at 10.
	if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_10 }
		# We should never be able to take the option at this point, but if we break it somehow, then do nothing rather than doubling up.
	}
	# 9 -> 10.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_09 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_09 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_10 }
	}
	# 8 -> 9.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_08 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_08 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_09 }
	}
	# 7 -> 8.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_07 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_07 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_08 }
	}
	# 6 -> 7.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_06 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_06 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_07 }
	}
	# 5 -> 6.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_05 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_05 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_06 }
	}
	# 4 -> 5.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_04 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_04 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_05 }
	}
	# 3 -> 4.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_03 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_03 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_04 }
	}
	# 2 -> 3.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_02 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_02 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_03 }
	}
	# 1 -> 2.
	else_if = {
		limit = { has_scheme_modifier = $MODIFIER$_level_01 }
		# Clean the previous level.
		hidden_effect = { remove_scheme_modifier = $MODIFIER$_level_01 }
		# Add the new one.
		add_scheme_modifier = { type = $MODIFIER$_level_02 }
	}
	# 0 -> 1.
	else = {
		# Add the first rung..
		add_scheme_modifier = { type = $MODIFIER$_level_01 }
	}
}

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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