Scripted effect
remove_dog_story_modifiers_effect
remove_dog_story_modifiers_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 638 (50 lines). No parameters.
remove_dog_story_modifiers_effect is a scripted effect in Crusader Kings III, written at line 638 of its file. It takes no parameters: remove_dog_story_modifiers_effect = yes. The game's script calls it in 16 places, among them Pet Dog (story cycle), …: Day of Sorrow (event pet_animal.1199) and …: The Meeting (event pet_animal.1112). 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 Dog: Loses “Pet Dog”
- If has the Modifier: Walking Dog: Loses “Walking Dog”
- If has the Modifier: Rat-hunting Dog: Loses “Rat-hunting Dog”
- If has the Modifier: Adventurous Pet: Loses “Adventurous Pet”
- If has the Modifier: Feral Pet: Loses “Feral Pet”
- If has the Modifier: Scenthound: Loses “Scenthound”
- If has the Modifier: Beasthound: Loses “Beasthound”
- If has the Modifier: Well-fed Dog: Loses “Well-fed Dog”
• 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 (50 lines of game script)
remove_dog_story_modifiers_effect = {
if = {
limit = {
has_character_modifier = dog_story_modifier
}
remove_character_modifier = dog_story_modifier
}
if = {
limit = {
has_character_modifier = dog_story_walking_modifier
}
remove_character_modifier = dog_story_walking_modifier
}
if = {
limit = {
has_character_modifier = rat_hunting_dog_modifier
}
remove_character_modifier = rat_hunting_dog_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 = dog_story_scenthound_modifier
}
remove_character_modifier = dog_story_scenthound_modifier
}
if = {
limit = {
has_character_modifier = dog_story_beasthound_modifier
}
remove_character_modifier = dog_story_beasthound_modifier
}
if = {
limit = {
has_character_modifier = feast_well_fed_dog_modifier
}
remove_character_modifier = feast_well_fed_dog_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_dog_story_modifiers_effect.
Story cycles (1)
- Pet Dog
Events (13)
- …: Day of Sorrow
pet_animal.1199 - …: The Meeting
pet_animal.1112 - Cornering the …
hunt.1003 - Do Something!
epidemic_events.5000 - Hunting Dog
hunt.1023 - Like Cats and Dogs
pet_animal.2003
7 more
- Like Cats and Dogs
pet_animal.2005 - Murder Intercepter: The Hungry Dog
murder_save.0012 - Murder Intercepter: The Hungry Dog
murder_save.1012 - Not Quite Alone
hunt.1081 - Petting …
pet_animal.6004 - Shedding This Mortal Coil
murder_outcome_reworked.4042 - The Enemy's Dog
pet_animal.5002
Scripted effects inside an event file (1)
- 1201_prune_dog_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.