Scripted effect
prison_pet_death_effect
prison_pet_death_effect = yesgame/common/scripted_effects/00_prison_effects.txt, line 2457 (27 lines). No parameters.
prison_pet_death_effect is a scripted effect in Crusader Kings III, written at line 2457 of its file. It takes no parameters: prison_pet_death_effect = yes. The game's script calls it in 1 place, among them Murder Intercepter: Alarm Raised (event murder_save.1005). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.
What it does
- If prison pet variable is rat: Loses “Pet Rat”
- Else, if prison pet variable is Stone: Loses “Pet Stone”
- Else, if prison pet variable is spoon: Loses “Pet Spoon”
- Else, if prison pet variable is cockroach: Loses “Pet Cockroach”
• 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 (27 lines of game script)
prison_pet_death_effect = {
if = {
limit = {
var:prison_pet_variable = flag:rat
}
remove_character_modifier = prison_pet_rat_modifier
}
else_if = {
limit = {
var:prison_pet_variable = flag:stone
}
remove_character_modifier = prison_pet_stone_modifier
}
else_if = {
limit = {
var:prison_pet_variable = flag:spoon
}
remove_character_modifier = prison_pet_spoon_modifier
}
else_if = {
limit = {
var:prison_pet_variable = flag:cockroach
}
remove_character_modifier = prison_pet_cockroach_modifier
}
remove_variable = prison_pet_variable
}As written in game/common/scripted_effects/00_prison_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls prison_pet_death_effect.
Events (1)
- Murder Intercepter: Alarm Raised
murder_save.1005
Source: game/common/scripted_effects/00_prison_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.