Scripted effect · Khans of the Steppe files
knight_mystical_yurt_effect
knight_mystical_yurt_effect = { CHANCE = … PROWESS = … }game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 5896 (27 lines). Parameters: $CHANCE$, $PROWESS$.
knight_mystical_yurt_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 5896 of its file. A call passes 2 parameters: CHANCE and PROWESS. The game's script calls it in 1 place, among them mpo_yearly_yurt_rewards_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
What it does
- …% chance of › You:
If
a check the game hides
Then
scope:improved_knight:add_prowess_skill = $PROWESS$
• 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 (27 lines of game script)
knight_mystical_yurt_effect = {
random = {
chance = {
value = root.piety_level
multiply = $CHANCE$
min = 0
}
root = {
random_knight = {
save_scope_as = improved_knight
}
if = {
limit = {
exists = scope:improved_knight
}
send_interface_message = {
title = knight_mystical_yurt_effect_tt
desc = knight_mystical_yurt_effect_desc
left_icon = scope:improved_knight
scope:improved_knight = {
add_prowess_skill = $PROWESS$
}
}
}
}
}
}As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls knight_mystical_yurt_effect.
Scripted effects (1)
Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.