CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

set_object_of_significance_effect

set_object_of_significance_effect = yes

game/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)

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.

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