Scripted effect
set_prison_pet_effect
set_prison_pet_effect = yesgame/common/scripted_effects/00_personal_details_effects.txt, line 1382 (35 lines). No parameters.
set_prison_pet_effect is a scripted effect in Crusader Kings III, written at line 1382 of its file. It takes no parameters: set_prison_pet_effect = yes. The game's script calls it in 1 place, among them Mental Break: My … and I (event stress_threshold_prison.2011). Patch 1.20.1.2, from game/common/scripted_effects/00_personal_details_effects.txt.
The comment above it in the file
To get a creepy pet in prison
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (35 lines of game script)
set_prison_pet_effect = {
if = {
limit = {
NOT = { exists = var:prison_pet_variable }
}
hidden_effect = {
random_list = {
10 = {
set_variable = {
name = prison_pet_variable
value = flag:rat
}
}
10 = {
set_variable = {
name = prison_pet_variable
value = flag:stone
}
}
10 = {
set_variable = {
name = prison_pet_variable
value = flag:spoon
}
}
10 = {
set_variable = {
name = prison_pet_variable
value = flag:cockroach
}
}
}
}
}
}As written in game/common/scripted_effects/00_personal_details_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls set_prison_pet_effect.
Events (1)
- Mental Break: My … and I
stress_threshold_prison.2011
Source: game/common/scripted_effects/00_personal_details_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.