CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

scheme_change_movement_power_effect

scheme_change_movement_power_effect = { VALUE = … }

game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 1377 (83 lines). Parameters: $VALUE$.

scheme_change_movement_power_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 1377 of its file. A call passes 1 parameter: VALUE. The game's script calls it in 2 places, among them …: Success (event scheme_critical_moments.1232) and …: Success (event scheme_critical_moments.1235). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

The comment above it in the file

use this in SCHEMES to temporarily increase or decrease movement power of a character or movement

What it does

• 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 (83 lines of game script)
scheme_change_movement_power_effect = {
	save_scope_value_as = {
		name = movement_power_scheme_effect_value
		value = {
			value = $VALUE$
			multiply = 100
		}
	}
	if = {
		limit = {
			scope:movement_power_scheme_effect_value >= 0
		}
		if = {
			limit = {
				exists = var:movement_power_increased_scheme
			}
			set_variable = {
				name = movement_power_increased_scheme
				value = {
					value = var:movement_power_increased_scheme
					add = $VALUE$
				}
			}
		}
		else = {
			set_variable = {
				name = movement_power_increased_scheme
				value = $VALUE$
			}
		}
	}
	else = {
		if = {
			limit = {
				exists = var:movement_power_decreased_scheme
			}
			set_variable = {
				name = movement_power_decreased_scheme
				value = {
					value = var:movement_power_decreased_scheme
					add = $VALUE$
				}
			}
		}
		else = {
			set_variable = {
				name = movement_power_decreased_scheme
				value = $VALUE$
			}
		}
	}
	#force the update of variables to immediately show changes
	if = { #for characters
		limit = {
			exists = var:movement_power_individual
		}
		if = {
			limit = {
				scope:movement_power_scheme_effect_value >= 0
			}
			custom_tooltip = movement_power_scheme.tt.increased_character
		}
		else = {
			custom_tooltip = movement_power_scheme.tt.decreased_character
		}
		update_character_movement_power_effect = yes
		top_participant_group:dynastic_cycle ?= {
			update_movement_power_effect = yes
		}
	}
	else = { #for movements
		if = {
			limit = {
				scope:movement_power_scheme_effect_value >= 0
			}
			custom_tooltip = movement_power_scheme.tt.increased_movement
		}
		else = {
			custom_tooltip = movement_power_scheme.tt.decreased_movement
		}
		update_movement_power_effect = yes
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls scheme_change_movement_power_effect.

Events (2)

Source: game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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