Scripted effect
select_critical_moment_agents_effect
select_critical_moment_agents_effect = { CHOICE = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 10936 (421 lines). Parameters: $CHOICE$.
select_critical_moment_agents_effect is a scripted effect in Crusader Kings III, written at line 10936 of its file. A call passes 1 parameter: CHOICE. The game's script calls it in 1 place, among them Conclude … (event scheme_critical_moments.0001). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
The comment above it in the file
Add an agent type to a scheme. When you add a new agent type, add them to the bottom of this effect. Everything else should be taken care of automatically.
What it does
If
$CHOICE$ = flag:agent_assassin
Then
scope:scheme:add_agent_slot = agent_assassin
Else if
$CHOICE$ = flag:agent_lookout
Then
scope:scheme:add_agent_slot = agent_lookout
Else if
$CHOICE$ = flag:agent_infiltrator
Then
scope:scheme:add_agent_slot = agent_infiltrator
Else if
$CHOICE$ = flag:agent_footpad
Then
scope:scheme:add_agent_slot = agent_footpad
Else if
$CHOICE$ = flag:agent_alibi
Then
scope:scheme:add_agent_slot = agent_alibi
Else if
$CHOICE$ = flag:agent_thug
Then
scope:scheme:add_agent_slot = agent_thug
Else if
$CHOICE$ = flag:agent_comrade_in_arms
Then
scope:scheme:add_agent_slot = agent_comrade_in_arms
Else if
$CHOICE$ = flag:agent_socialite
Then
scope:scheme:add_agent_slot = agent_socialite
Else if
$CHOICE$ = flag:agent_musician
Then
scope:scheme:add_agent_slot = agent_musician
Else if
$CHOICE$ = flag:agent_tumbler
Then
scope:scheme:add_agent_slot = agent_tumbler
Else if
$CHOICE$ = flag:agent_poet
Then
scope:scheme:add_agent_slot = agent_poet
Else if
$CHOICE$ = flag:agent_gabbler
Then
scope:scheme:add_agent_slot = agent_gabbler
Else if
$CHOICE$ = flag:agent_shill
Then
scope:scheme:add_agent_slot = agent_shill
Else if
$CHOICE$ = flag:agent_diplomat
Then
scope:scheme:add_agent_slot = agent_diplomat
Else if
$CHOICE$ = flag:agent_justiciar
Then
scope:scheme:add_agent_slot = agent_justiciar
Else if
$CHOICE$ = flag:agent_scribe
Then
scope:scheme:add_agent_slot = agent_scribe
Else if
$CHOICE$ = flag:agent_cleric
Then
scope:scheme:add_agent_slot = agent_cleric
Else if
$CHOICE$ = flag:agent_theologian
Then
scope:scheme:add_agent_slot = agent_theologian
Else if
$CHOICE$ = flag:agent_herald
Then
scope:scheme:add_agent_slot = agent_herald
Else if
$CHOICE$ = flag:agent_wolf_hunter
Then
scope:scheme:add_agent_slot = agent_wolf_hunter
Else if
$CHOICE$ = flag:agent_thief
Then
scope:scheme:add_agent_slot = agent_thief
Else if
$CHOICE$ = flag:agent_tutor
Then
scope:scheme:add_agent_slot = agent_tutor
Else if
$CHOICE$ = flag:agent_poisoner
Then
scope:scheme:add_agent_slot = agent_poisoner
Else if
- … (more in the script below)
- … (more in the script below)
• 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 (120 lines of game script)
select_critical_moment_agents_effect = {
if = {
limit = { $CHOICE$ = flag:agent_assassin }
scope:scheme = { add_agent_slot = agent_assassin }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_assassin
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_lookout }
scope:scheme = { add_agent_slot = agent_lookout }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_lookout
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_infiltrator }
scope:scheme = { add_agent_slot = agent_infiltrator }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_infiltrator
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_footpad }
scope:scheme = { add_agent_slot = agent_footpad }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_footpad
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_alibi }
scope:scheme = { add_agent_slot = agent_alibi }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_alibi
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_thug }
scope:scheme = { add_agent_slot = agent_thug }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_thug
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_comrade_in_arms }
scope:scheme = { add_agent_slot = agent_comrade_in_arms }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_comrade_in_arms
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_socialite }
scope:scheme = { add_agent_slot = agent_socialite }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_socialite
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_musician }
scope:scheme = { add_agent_slot = agent_musician }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_musician
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_tumbler }
scope:scheme = { add_agent_slot = agent_tumbler }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_tumbler
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_poet }
scope:scheme = { add_agent_slot = agent_poet }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_poet
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_gabbler }
scope:scheme = { add_agent_slot = agent_gabbler }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_gabbler
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_shill }
scope:scheme = { add_agent_slot = agent_shill }
# Error suppression.
save_scope_value_as = {
name = $CHOICE$
value = flag:agent_shill
}
}
else_if = {
limit = { $CHOICE$ = flag:agent_diplomat }As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
The first 120 of its 421 lines; the rest is in game/common/scripted_effects/00_scheme_scripted_effects.txt from line 10936.
Where it is used
Every place in common/, events/ and history/ that calls select_critical_moment_agents_effect.
Events (1)
- Conclude …
scheme_critical_moments.0001
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.