Scripted effect
remove_cat_story_modifiers_effect
remove_cat_story_modifiers_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 319 (51 lines). No parameters.
remove_cat_story_modifiers_effect is a scripted effect in Crusader Kings III, written at line 319 of its file. It takes no parameters: remove_cat_story_modifiers_effect = yes. The game's script calls it in 20 places, among them Pet Cat (story cycle), …: Day of Sorrow (event pet_animal.0199) and …: Gone (event pet_animal.0197). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
The comment above it in the file
Remove everything related to the story
What it does
- If has the Modifier: Pet Cat: Loses “Pet Cat”
- If has the Modifier: Cat Sensitivity: Loses “Cat Sensitivity”
- If has the Modifier: Rat-hunting Cat: Loses “Rat-hunting Cat”
- If has the Modifier: Adventurous Pet: Loses “Adventurous Pet”
- If has the Modifier: Feral Pet: Loses “Feral Pet”
- If has the Modifier: Well-fed Cat: Loses “Well-fed Cat”
• 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 (51 lines of game script)
remove_cat_story_modifiers_effect = {
if = {
limit = {
has_character_modifier = cat_story_modifier
}
remove_character_modifier = cat_story_modifier
}
if = {
limit = {
has_character_modifier = cat_story_allergy_modifier
}
remove_character_modifier = cat_story_allergy_modifier
}
if = {
limit = {
any_spouse = {
has_character_modifier = cat_story_allergy_modifier
}
}
random_spouse = {
limit = {
has_character_modifier = cat_story_allergy_modifier
}
remove_character_modifier = cat_story_allergy_modifier
}
}
if = {
limit = {
has_character_modifier = rat_hunting_cat_modifier
}
remove_character_modifier = rat_hunting_cat_modifier
}
if = {
limit = {
has_character_modifier = adventurous_pet_modifier
}
remove_character_modifier = adventurous_pet_modifier
}
if = {
limit = {
has_character_modifier = feral_pet_modifier
}
remove_character_modifier = feral_pet_modifier
}
if = {
limit = {
has_character_modifier = feast_well_fed_cat_modifier
}
remove_character_modifier = feast_well_fed_cat_modifier
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_cat_story_modifiers_effect.
Story cycles (1)
- Pet Cat
Events (17)
- …: Day of Sorrow
pet_animal.0199 - …: Gone
pet_animal.0197 - …: Sensitivity
pet_animal.0106 - …: The Cat
pet_animal.0107 - A Long Shot
bp1_yearly.5723 - Distaste to Detest
bp1_yearly.7100
11 more
- Do Something!
epidemic_events.5000 - Like Cats and Dogs
pet_animal.2004 - Like Cats and Dogs
pet_animal.2005 - Murder Intercepter: Furry Guardian
murder_save.0007 - Murder Intercepter: Furry Guardian
murder_save.1007 - Murder Intercepter: The Hungry Cat
murder_save.0011 - Murder Intercepter: The Hungry Cat
murder_save.1011 - Pillow Talk
court_yearly.5021 - Shedding This Mortal Coil
murder_outcome_reworked.4042 - The Cat-apult
bp1_yearly.5722 - The Enemy's Cat
pet_animal.5001
Scripted effects inside an event file (1)
- 1202_prune_cat_stories_effect
Scripted effects (1)
Source: game/common/scripted_effects/00_animal_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.