Scripted effect · All Under Heaven files
mandala_trickster_increment_successful_schemes_effect
mandala_trickster_increment_successful_schemes_effect = yesgame/common/scripted_effects/tgp_mandala_scripted_effects.txt, line 2465 (12 lines). No parameters.
mandala_trickster_increment_successful_schemes_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 2465 of its file. It takes no parameters: mandala_trickster_increment_successful_schemes_effect = yes. The game's script calls it in 36 places, among them befriend_outcome.0001 (event), diarchy.0501 (event) and elope.0002 (event). Patch 1.20.1.2, from game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
What it does
If
- Government uses the Mandala Capital Temple Complex Great Project and Great Building
- Their house:
has_house_aspiration_parameter = aspect_of_trickery
Then
increment_variable_effect = { VAR = num_successful_schemes VAL = 1 }
• 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 (12 lines of game script)
mandala_trickster_increment_successful_schemes_effect = {
if = {
limit = {
government_has_flag = government_is_mandala
house ?= { has_house_aspiration_parameter = aspect_of_trickery }
}
increment_variable_effect = {
VAR = num_successful_schemes
VAL = 1
}
}
}As written in game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls mandala_trickster_increment_successful_schemes_effect.
Events (32)
- befriend_outcome.0001
- diarchy.0501
- elope.0002
- Is It Love?
court_outcome.0003 - scheme_critical_moments.1021
- scheme_critical_moments.1041
26 more
- scheme_critical_moments.1071
- scheme_critical_moments.1081
- scheme_critical_moments.1111
- scheme_critical_moments.1121
- scheme_critical_moments.1131
- scheme_critical_moments.1141
- scheme_critical_moments.1151
- scheme_critical_moments.1161
- scheme_critical_moments.1171
- scheme_critical_moments.1181
- scheme_critical_moments.1211
- scheme_critical_moments.1221
- scheme_critical_moments.1241
- scheme_critical_moments.1251
- scheme_critical_moments.2901
- scheme_critical_moments.2921
- scheme_critical_moments.4000
- scheme_critical_moments.4010
- scheme_critical_moments.8001
- scheme_critical_moments.8011
- scheme_critical_moments.8021
- scheme_critical_moments.8031
- scheme_critical_moments.8041
- scheme_critical_moments.8051
- scheme_critical_moments.8060
- seduce_outcome.0002
Scripted effects inside an event file (1)
- roll_scheme_success_or_failure_effect
Source: game/common/scripted_effects/tgp_mandala_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.