Scripted effect
become_bandit_king_decision_effect
become_bandit_king_decision_effect = yesgame/common/scripted_effects/00_laamp_effects.txt, line 21 (6 lines). No parameters.
become_bandit_king_decision_effect is a scripted effect in Crusader Kings III, written at line 21 of its file. It takes no parameters: become_bandit_king_decision_effect = yes. The game's script calls it in 2 places, among them Levy the Outcasts (decision) and Levy the Outcasts (event ep3_laamp_decision_event.1120). Patch 1.20.1.2, from game/common/scripted_effects/00_laamp_effects.txt.
What it does
- Gains the modifier “Bandits' Benefactor”
bandit_king_maa_spawn_effect = yes- Level of Fame -3
- Loses the Trait Knight-Errant
• 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 (6 lines of game script)
become_bandit_king_decision_effect = {
add_character_modifier = bandit_king_modifier
bandit_king_maa_spawn_effect = yes
add_prestige_level = -3
remove_trait = knight_errant
}As written in game/common/scripted_effects/00_laamp_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls become_bandit_king_decision_effect.
Decisions (1)
Events (1)
- Levy the Outcasts
ep3_laamp_decision_event.1120
Source: game/common/scripted_effects/00_laamp_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.