Scripted effect
ingratiate_family_scheme_prep_effect
ingratiate_family_scheme_prep_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 12027 (9 lines). No parameters.
ingratiate_family_scheme_prep_effect is a scripted effect in Crusader Kings III, written at line 12027 of its file. It takes no parameters: ingratiate_family_scheme_prep_effect = yes. The game's script calls it in 1 place, among them Ingratiate Family (scheme). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
If
a check the game hides
Then
scheme_owner = { trigger_event = scheme_critical_moments.8051 }
• 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 (9 lines of game script)
ingratiate_family_scheme_prep_effect = {
save_scope_as = scheme
if = {
limit = {
NOT = { exists = scope:suppress_next_event }
}
scheme_owner = { trigger_event = scheme_critical_moments.8051 }
}
}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 ingratiate_family_scheme_prep_effect.
Schemes (1)
- Ingratiate Family
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.