Scripted effect
set_object_of_significance_effect
set_object_of_significance_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 13802 (25 lines). No parameters.
set_object_of_significance_effect is a scripted effect in Crusader Kings III, written at line 13802 of its file. It takes no parameters: set_object_of_significance_effect = yes. The game's script calls it in 4 places, among them My … Rival (event seduce_ongoing.5001), My Beloved … (event seduce_outcome.2306) and My Beloved's Balcony (event seduce_ongoing.4101). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
If
- scope:scheme: Does not have “object of importance” (a variable the game's script sets)
Then
- scope:scheme › 1 of 2 things will happen:
- 50%: Nothing else happens
- 50%: Nothing else happens
• 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 (25 lines of game script)
set_object_of_significance_effect = {
if = {
limit = {
scope:scheme = {
NOT = { has_variable = object_of_importance }
}
}
scope:scheme = {
random_list = {
1 = {
set_variable = {
name = object_of_importance
value = flag:rose
}
}
1 = {
set_variable = {
name = object_of_importance
value = flag:sea_shell
}
}
}
}
}
}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 set_object_of_significance_effect.
Events (4)
- My … Rival
seduce_ongoing.5001 - My Beloved …
seduce_outcome.2306 - My Beloved's Balcony
seduce_ongoing.4101 - Something Unusual
seduce_ongoing.1104
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.