Scripted effect
voyager_souvenirs_aplenty_completion_effect
voyager_souvenirs_aplenty_completion_effect = yesgame/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 303 (17 lines). No parameters.
voyager_souvenirs_aplenty_completion_effect is a scripted effect in Crusader Kings III, written at line 303 of its file. It takes no parameters: voyager_souvenirs_aplenty_completion_effect = yes. The game's script calls it in 1 place, among them on_travel_plan_complete (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
What it does
If
- Has the Souvenirs Aplenty Perk
- Has “souvenirs aplenty var” (a variable the game's script sets)
Then
- Your capital county:
change_development_progress_with_overflow = root.var:souvenirs_aplenty_var
• 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 (17 lines of game script)
voyager_souvenirs_aplenty_completion_effect = {
if = {
limit = {
has_perk = souvenirs_aplenty_perk
has_variable = souvenirs_aplenty_var
}
send_interface_toast = {
type = event_generic_good
title = souvenirs_aplenty_perk_title_message
root.capital_county = {
change_development_progress_with_overflow = root.var:souvenirs_aplenty_var
}
}
remove_variable = souvenirs_aplenty_var
}
}As written in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls voyager_souvenirs_aplenty_completion_effect.
On actions (the game's own hooks) (1)
- on_travel_plan_complete
Source: game/common/scripted_effects/00_wanderer_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.