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

set_prison_pet_effect

set_prison_pet_effect = yes

game/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)

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.

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