CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

contract_passive_spawn_effect

contract_passive_spawn_effect = { SPAWN_CONTRACTS = … }

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 2804 (33 lines). Parameters: $SPAWN_CONTRACTS$.

contract_passive_spawn_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 2804 of its file. A call passes 1 parameter: SPAWN_CONTRACTS. The game's script calls it in 7 places, among them Administrative No More (event ep3_admin_events.0004), ep3_laamps.9981 (event) and ep3_laamps.9983 (event). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

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

The script as written (33 lines of game script)
contract_passive_spawn_effect = {
	#count how many contracts you already have
	every_character_task_contract = {
		add_to_list = num_of_contracts_before
	}
	# G'is a contract.
	populate_location_with_contracts_effect = {
		AREA_CHAR = root
		AMOUNT = $SPAWN_CONTRACTS$
	}
	#count them again to see if the effect above spawned something
	every_character_task_contract = {
		add_to_list = num_of_contracts_after
	}
	set_local_variable = {
		name = current_value
		value = list_size:num_of_contracts_before
	}
	# Make sure we don't get too many of them just sitting in one place.
	while = {
		limit = {
			local_var:current_value < list_size:num_of_contracts_after
		}
		increment_variable_effect = {
			VAR = contract_passive_spawn_tally
			VAL = 1
		}
		change_local_variable = {
			name = current_value
			add = 1
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

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

Events (6)

Source: game/common/scripted_effects/07_dlc_ep3_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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