Scripted effect
transfer_cat_story_cycle_to_effect
transfer_cat_story_cycle_to_effect = { CHARACTER = … STORY = … }game/common/scripted_effects/00_animal_effects.txt, line 378 (42 lines). Parameters: $CHARACTER$, $STORY$.
transfer_cat_story_cycle_to_effect is a scripted effect in Crusader Kings III, written at line 378 of its file. A call passes 2 parameters: CHARACTER and STORY. The game's script calls it in 5 places, among them …: Sensitivity (event pet_animal.0106), Lonely Days (event court_yearly.5001) and playdate.3004 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
The comment above it in the file
Effect to transfer the story to another character
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (42 lines of game script)
transfer_cat_story_cycle_to_effect = {
remove_cat_story_modifiers_effect = yes
save_scope_as = original_owner
$CHARACTER$ = {
if = {
limit = {
scope:original_owner = {
has_variable = cat_city
}
}
set_variable = {
name = cat_city
value = scope:original_owner.var:cat_city
}
}
set_variable = {
name = story_cycle_cat_name
value = $STORY$.var:story_cycle_cat_name
}
if = {
limit = {
scope:original_owner = { is_alive = yes }
}
copy_localized_text = {
key = story_cycle_cat_name
target = scope:original_owner
}
}
add_character_modifier = {
modifier = cat_story_modifier
}
add_character_flag = had_cat_story
}
remove_cat_name_effect = yes
$STORY$ = {
make_story_owner = $CHARACTER$
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls transfer_cat_story_cycle_to_effect.
Events (5)
- …: Sensitivity
pet_animal.0106 - Lonely Days
court_yearly.5001 - playdate.3004
- Transport Contract: Escort Emissary
ep3_contract_event.0001 - Transport Contract: Escort Emissary
ep3_contract_event.0011
Source: game/common/scripted_effects/00_animal_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.