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

disburse_knight_errant_decision_rewards_effect

disburse_knight_errant_decision_rewards_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 689 (17 lines). No parameters.

disburse_knight_errant_decision_rewards_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 689 of its file. It takes no parameters: disburse_knight_errant_decision_rewards_effect = yes. The game's script calls it in 2 places, among them The … of the … (decision) and The … of the … (event ep3_decisions_event.5001). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

• 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)
disburse_knight_errant_decision_rewards_effect = {
	add_trait = knight_errant
	house = {
		add_house_modifier = {
			modifier = ep3_knight_of_the_swan_house_modifier
		}
	}
	custom_tooltip = knight_errant_decision_armor_tt
	if = {
		limit = { has_dlc_feature = legends }
		create_swan_knight_legend_seed_effect = yes
	}
	if = {
		limit = { has_character_modifier = bandit_king_modifier }
		remove_character_modifier = bandit_king_modifier
	}
}

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 disburse_knight_errant_decision_rewards_effect.

Decisions (1)

Events (1)

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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