CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

reset_failed_scheme_effect

reset_failed_scheme_effect = yes

game/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 = yes
  • If

    • 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.

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.

Spotted a mistake on this page?