CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Northern Lords files

calculate_authority_cooldown_break_effect

calculate_authority_cooldown_break_effect = yes

game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt, line 1140 (118 lines). No parameters.

calculate_authority_cooldown_break_effect is a scripted effect in Crusader Kings III, in the The Northern Lords files, written at line 1140 of its file. It takes no parameters: calculate_authority_cooldown_break_effect = yes. The game's script calls it in 25 places, among them Absolute Autocracy (law), Absolute Church Authority (law) and Absolute Crown Authority (law). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (118 lines of game script)
calculate_authority_cooldown_break_effect = {
	if = {
		limit = {
			has_variable = crown_authority_cooldown
			realm_law_use_crown_authority = yes
		}
		# Set it up if it doesn't exist.
		if = {
			limit = {
				NOT = { has_variable = authority_cooldown_break_tally }
			}
			set_variable = {
				name = authority_cooldown_break_tally
				value = authority_cooldown_breaker_value
			}
			# And increment it once, since they've just taken the first use and we give no freebies.
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
		# Otherwise, increment it.
		else_if = {
			limit = { has_variable = authority_cooldown_break_tally }
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
	}
	else_if = {
		limit = {
			has_variable = tribal_authority_cooldown
			realm_law_use_tribal_authority = yes
		}
		# Set it up if it doesn't exist.
		if = {
			limit = {
				NOT = { has_variable = authority_cooldown_break_tally }
			}
			set_variable = {
				name = authority_cooldown_break_tally
				value = authority_cooldown_breaker_value
			}
			# And increment it once, since they've just taken the first use and we give no freebies.
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
		# Otherwise, increment it.
		else_if = {
			limit = { has_variable = authority_cooldown_break_tally }
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
	}
	else_if = {
		limit = {
			has_variable = church_authority_cooldown
			realm_law_use_church_authority = yes
		}
		# Set it up if it doesn't exist.
		if = {
			limit = {
				NOT = { has_variable = authority_cooldown_break_tally }
			}
			set_variable = {
				name = authority_cooldown_break_tally
				value = authority_cooldown_breaker_value
			}
			# And increment it once, since they've just taken the first use and we give no freebies.
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
		# Otherwise, increment it.
		else_if = {
			limit = { has_variable = authority_cooldown_break_tally }
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
	}
	else_if = {
		limit = {
			has_variable = imperial_bureaucracy_cooldown
			realm_law_use_imperial_bureaucracy = yes
		}
		# Set it up if it doesn't exist.
		if = {
			limit = {
				NOT = { has_variable = authority_cooldown_break_tally }
			}
			set_variable = {
				name = authority_cooldown_break_tally
				value = authority_cooldown_breaker_value
			}
			# And increment it once, since they've just taken the first use and we give no freebies.
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
		# Otherwise, increment it.
		else_if = {
			limit = { has_variable = authority_cooldown_break_tally }
			change_variable = {
				name = authority_cooldown_break_tally
				add = authority_cooldown_breaker_value
			}
		}
	}
}

As written in game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls calculate_authority_cooldown_break_effect.

Source: game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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