Scripted effect
increment_breaches_with_message_effect
increment_breaches_with_message_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 40 (11 lines). No parameters.
increment_breaches_with_message_effect is a scripted effect in Crusader Kings III, written at line 40 of its file. It takes no parameters: increment_breaches_with_message_effect = yes. The game's script calls it in 1 place, among them hostile_scheme_monthly_discovery_chance_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (11 lines of game script)
increment_breaches_with_message_effect = {
scope:owner = {
send_interface_toast = {
type = msg_scheme_breached
title = feed_message.t.scheme_breached
left_icon = scope:target
scope:scheme = { add_scheme_breach = 1 }
play_sound_effect = "event:/DLC/EP3/SFX/Stingers/Scheme_Rework/ep3_mx_sting_schemerework_scheme_suffering_breaches"
}
}
}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 increment_breaches_with_message_effect.
Scripted effects (1)
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.