Scripted effect
scheme_unique_interception_roll_effect
scheme_unique_interception_roll_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 456 (207 lines). No parameters.
scheme_unique_interception_roll_effect is a scripted effect in Crusader Kings III, written at line 456 of its file. It takes no parameters: scheme_unique_interception_roll_effect = yes. The game's script calls it in 1 place, among them generic_scheme_process_ending_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
The comment above it in the file
Roll to see if a one-off factor stops an otherwise-successful murder scheme.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
scheme_unique_interception_roll_effect = {
scope:target = {
# These are ordered highest % to lowest %: remember to adjust their position in the list if you adjust their percentage likelihood.
## 50% — Saved by soulmate's sacrifice (boosted).
if = {
limit = {
has_perk = mortal_adoration_perk
any_relation = {
type = soulmate
available_lover_to_sacrifice_in_murder_trigger = { TARGET = scope:target }
}
}
random = {
chance = 50
save_scope_value_as = {
name = interception_unique
value = flag:sacrifice_lover
}
}
}
## 45% — Family Connections dynasty legacy.
else_if = {
limit = {
dynasty ?= { has_dynasty_perk = guile_legacy_5 }
NOT = { has_character_flag = guile_legacy_5_save_used }
}
random = {
chance = 45
save_scope_value_as = {
name = interception_unique
value = flag:family_connections_dynleg
}
}
}
## 30% — Saved by lover's sacrifice (boosted).
else_if = {
limit = {
has_perk = mortal_adoration_perk
any_relation = {
type = lover
available_lover_to_sacrifice_in_murder_trigger = { TARGET = scope:target }
}
}
random = {
chance = 30
save_scope_value_as = {
name = interception_unique
value = flag:sacrifice_lover
}
}
}
## 20% — Target's warhorse saves them from hired thugs
else_if = {
limit = { owns_story_of_type = story_cycle_martial_lifestyle_warhorse }
random = {
chance = 20
save_scope_value_as = {
name = interception_unique
value = flag:sacrifice_warhorse
}
}
}
## 20% — Saved by prison pet.
else_if = {
limit = {
is_imprisoned = yes
has_variable = prison_pet_variable
}
random = {
chance = 20
save_scope_value_as = {
name = interception_unique
value = flag:sacrifice_pet_prison
}
}
}
## 20% — Saved by soulmate's sacrifice (regular).
else_if = {
limit = {
any_relation = {
type = soulmate
available_lover_to_sacrifice_in_murder_trigger = { TARGET = scope:target }
}
}
random = {
chance = 20
save_scope_value_as = {
name = interception_unique
value = flag:sacrifice_lover
}
}
}
## 10% — Saved by lover's sacrifice (regular).
else_if = {
limit = {
any_relation = {
type = lover
available_lover_to_sacrifice_in_murder_trigger = { TARGET = scope:target }
}
}
random = {
chance = 10
save_scope_value_as = {
name = interception_unique
value = flag:sacrifice_lover
}
}
}
## 06% — Saved by cat.
### Man's _true_ best friend.
else_if = {
limit = {
any_owned_story = { type = story_cycle_pet_cat }
}
random = {
chance = 6
save_scope_value_as = {
name = interception_unique
value = flag:sacrifice_cat
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
The first 120 of its 207 lines; the rest is in game/common/scripted_effects/00_scheme_scripted_effects.txt from line 456.
Where it is used
Every place in common/, events/ and history/ that calls scheme_unique_interception_roll_effect.
Scripted effects (1)
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.