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