Scripted effect
assign_horse_gender_effect
assign_horse_gender_effect = { GENDER = … }game/common/scripted_effects/00_animal_effects.txt, line 744 (37 lines). Parameters: $GENDER$.
assign_horse_gender_effect is a scripted effect in Crusader Kings III, written at line 744 of its file. A call passes 1 parameter: GENDER. The game's script calls it in 4 places, among them Warhorse (story cycle), …: The Circle of Life (event warhorse.8002) and Training a Warhorse (event martial_chivalry_special.1604). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (37 lines of game script)
assign_horse_gender_effect = {
save_temporary_scope_value_as = {
name = gender
value = flag:$GENDER$
}
if = {
limit = { scope:gender = flag:random }
hidden_effect = {
random_list = {
50 = {
set_variable = {
name = horse_gender
value = flag:female
}
}
50 = {
set_variable = {
name = horse_gender
value = flag:male
}
}
}
}
}
else_if = {
limit = {
OR = {
scope:gender = flag:male
scope:gender = flag:female
}
}
set_variable = {
name = horse_gender
value = flag:$GENDER$
}
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls assign_horse_gender_effect.
Story cycles (1)
- Warhorse
Events (3)
- …: The Circle of Life
warhorse.8002 - Training a Warhorse
martial_chivalry_special.1604 - Two Palfreys
court.5075
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.