Scripted effect
transfer_dog_story_cycle_to_effect
transfer_dog_story_cycle_to_effect = { CHARACTER = … STORY = … }game/common/scripted_effects/00_animal_effects.txt, line 695 (31 lines). Parameters: $CHARACTER$, $STORY$.
transfer_dog_story_cycle_to_effect is a scripted effect in Crusader Kings III, written at line 695 of its file. A call passes 2 parameters: CHARACTER and STORY. The game's script calls it in 4 places, among them Lonely Days (event court_yearly.5001), playdate.3003 (event) and Transport Contract: Escort Emissary (event ep3_contract_event.0001). 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 (31 lines of game script)
transfer_dog_story_cycle_to_effect = {
remove_dog_story_modifiers_effect = yes
save_temporary_scope_as = original_owner
$CHARACTER$ = {
set_variable = {
name = story_cycle_dog_name
value = $STORY$.var:story_cycle_dog_name
}
if = {
limit = {
scope:original_owner = { is_alive = yes }
}
copy_localized_text = {
key = story_cycle_dog_name
target = scope:original_owner
}
}
add_character_modifier = {
modifier = dog_story_modifier
}
add_character_flag = had_dog_story
}
remove_dog_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_dog_story_cycle_to_effect.
Events (4)
- Lonely Days
court_yearly.5001 - playdate.3003
- 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.