Scripted effect · Wards and Wardens files
start_rock_story_cycle_effect
start_rock_story_cycle_effect = yesgame/common/scripted_effects/03_bp2_scripted_effects.txt, line 1698 (10 lines). No parameters.
start_rock_story_cycle_effect is a scripted effect in Crusader Kings III, in the Wards and Wardens files, written at line 1698 of its file. It takes no parameters: start_rock_story_cycle_effect = yes. The game's script calls it in 1 place, among them Stepping Stones (event pet_rock.0001). Patch 1.20.1.2, from game/common/scripted_effects/03_bp2_scripted_effects.txt.
The comment above it in the file
Effect to start the story and show the right modifier
What it does
- Gains the modifier “Pet Rock”
- Stewardship +1
- Stress Gain -5%
• 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 (10 lines of game script)
start_rock_story_cycle_effect = {
show_as_tooltip = {
add_character_modifier = {
modifier = rock_story_modifier
}
}
hidden_effect = {
create_story = story_cycle_pet_rock
}
}As written in game/common/scripted_effects/03_bp2_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls start_rock_story_cycle_effect.
Events (1)
- Stepping Stones
pet_rock.0001
Source: game/common/scripted_effects/03_bp2_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.