Scripted effect
reset_failed_scheme_effect
reset_failed_scheme_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 665 (21 lines). No parameters.
reset_failed_scheme_effect is a scripted effect in Crusader Kings III, written at line 665 of its file. It takes no parameters: reset_failed_scheme_effect = yes. The game's script calls it in 11 places, among them Abduct: Highway Attack (event abduct_outcome.1001), Abduct: Highway Attack (event abduct_outcome.4001) and Abduct: Highway Attack (event abduct_outcome.4002). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
The comment above it in the file
Reset a scoped scheme, including nixing any modifiers we don't want it to keep.
What it does
reset_scheme_progress = yesIf
has_scheme_modifier = scheme_end_buff_t2_modifier
Then
remove_scheme_modifier = scheme_end_buff_t2_modifier
If
has_scheme_modifier = scheme_end_buff_t3_modifier
Then
remove_scheme_modifier = scheme_end_buff_t3_modifier
If
has_scheme_modifier = scheme_end_buff_t4_modifier
Then
remove_scheme_modifier = scheme_end_buff_t4_modifier
• 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 (21 lines of game script)
reset_failed_scheme_effect = {
reset_scheme_progress = yes
if = {
limit = {
has_scheme_modifier = scheme_end_buff_t2_modifier
}
remove_scheme_modifier = scheme_end_buff_t2_modifier
}
if = {
limit = {
has_scheme_modifier = scheme_end_buff_t3_modifier
}
remove_scheme_modifier = scheme_end_buff_t3_modifier
}
if = {
limit = {
has_scheme_modifier = scheme_end_buff_t4_modifier
}
remove_scheme_modifier = scheme_end_buff_t4_modifier
}
}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 reset_failed_scheme_effect.
Events (7)
- Abduct: Highway Attack
abduct_outcome.1001 - Abduct: Highway Attack
abduct_outcome.4001 - Abduct: Highway Attack
abduct_outcome.4002 - Abduct: Highway Attack
abduct_outcome.4003 - Abduct: Under Way
abduct_outcome.1002 - Abduct: Unwelcome Guests
abduct_outcome.1003
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.