Scripted effect
start_adventure_effect
start_adventure_effect = { ADVENTURER = … LOCATION = … }game/common/scripted_effects/00_adventure_effects.txt, line 7 (25 lines). Parameters: $ADVENTURER$, $LOCATION$.
start_adventure_effect is a scripted effect in Crusader Kings III, written at line 7 of its file. A call passes 2 parameters: ADVENTURER and LOCATION. The game's script calls it in 1 place, among them fund_adventure_inspiration_start_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_adventure_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (25 lines of game script)
start_adventure_effect = {
#To save the location so we can use it in the effect checking the distance
set_adventure_distance_variable_effect = { # Figure out how far it is there
ADVENTURER = $ADVENTURER$
DESTINATION = $LOCATION$
}
$ADVENTURER$ = {
# Set a variable to check for availability
set_variable = gone_adventuring
# Set up the event cycle
# To trigger the event that progresses the inspiration
trigger_event = {
id = fund_inspiration.0053
days = 1
}
# Fallback to make sure the inspiration is handled somehow if it goes on for too long
trigger_event = {
id = fund_inspiration.0054
years = 10
}
}
}As written in game/common/scripted_effects/00_adventure_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls start_adventure_effect.
Scripted effects inside an event file (1)
- fund_adventure_inspiration_start_effect
Source: game/common/scripted_effects/00_adventure_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.