CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

level_horse_modifier_effect

level_horse_modifier_effect = yes

game/common/scripted_effects/00_animal_effects.txt, line 782 (218 lines). No parameters.

level_horse_modifier_effect is a scripted effect in Crusader Kings III, written at line 782 of its file. It takes no parameters: level_horse_modifier_effect = yes. The game's script calls it in 3 places, among them …: The Circle of Life (event warhorse.8002), …: Trusty … (event warhorse.1002) and My Horse … (event trait_specific_ongoing.1010). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.

What it does

  • If

    • One of these

    Then

    • If

      • scope:horse_skill_to_level = flag:strength

      Then

      • If has the Modifier: Strong Warhorse:
        • Loses “Strong Warhorse”
        • Gains the modifier “Very Strong Warhorse”
          • Prestige +0.25/month
          • Prowess +2
          • Levy Size +15%
      • Else, if has the Modifier: Agile Warhorse:
        • Loses “Agile Warhorse”
        • Gains the modifier “Strong and Agile Warhorse”
          • Prestige +0.25/month
          • Prowess +2
          • Levy Size +10%
      • Else, if has the Modifier: Enduring Warhorse:
      • Else, if has the Modifier: Fierce Warhorse:
        • Loses “Fierce Warhorse”
        • Gains the modifier “Strong and Fierce Warhorse”
          • Prestige +0.25/month
          • Prowess +1
          • Advantage +2
          • Levy Size +10%

      Else if

      • scope:horse_skill_to_level = flag:agility

      Then

      • If has the Modifier: Strong Warhorse:
        • Loses “Strong Warhorse”
        • Gains the modifier “Strong and Agile Warhorse”
          • Prestige +0.25/month
          • Prowess +2
          • Levy Size +10%
      • Else, if has the Modifier: Agile Warhorse:
        • Loses “Agile Warhorse”
        • Gains the modifier “Very Agile Warhorse”
          • Prestige +0.25/month
          • Prowess +3
      • Else, if has the Modifier: Enduring Warhorse:
      • Else, if has the Modifier: Fierce Warhorse:
        • Loses “Fierce Warhorse”
        • Gains the modifier “Fierce and Agile Warhorse”
          • Prestige +0.25/month
          • Prowess +2
          • Advantage +2

      Else if

      • scope:horse_skill_to_level = flag:endurance

      Then

      Else if

      • scope:horse_skill_to_level = flag:fierceness

      Then

      • If has the Modifier: Strong Warhorse:
        • Loses “Strong Warhorse”
        • Gains the modifier “Strong and Fierce Warhorse”
          • Prestige +0.25/month
          • Prowess +1
          • Advantage +2
          • Levy Size +10%
      • Else, if has the Modifier: Agile Warhorse:
        • Loses “Agile Warhorse”
        • Gains the modifier “Fierce and Agile Warhorse”
          • Prestige +0.25/month
          • Prowess +2
          • Advantage +2
      • Else, if has the Modifier: Enduring Warhorse:
      • Else, if has the Modifier: Fierce Warhorse:
        • Loses “Fierce Warhorse”
        • Gains the modifier “Very Fierce Warhorse”
          • Prestige +0.25/month
          • Prowess +1
          • Advantage +6
  • Else, if has the Modifier: Warhorse:
    • Loses “Warhorse”
    • If

      • scope:horse_skill_to_level = flag:strength

      Then

      • Gains the modifier “Strong Warhorse”
        • Prestige +0.25/month
        • Prowess +1
        • Levy Size +10%

      Else if

      • scope:horse_skill_to_level = flag:agility

      Then

      • Gains the modifier “Agile Warhorse”
        • … (more in the script below)
    • … (more in the script below)

• 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 (120 lines of game script)
level_horse_modifier_effect = {
	if = {
		limit = {
			OR = { #first generation horse modifier
				has_character_modifier = horse_strength_modifier
				has_character_modifier = horse_agility_modifier
				has_character_modifier = horse_endurance_modifier
				has_character_modifier = horse_fierceness_modifier
			}
		}
		if = {
			limit = {
				scope:horse_skill_to_level = flag:strength
			}
			if = {
				limit = {
					has_character_modifier = horse_strength_modifier
				}
				remove_character_modifier = horse_strength_modifier
				add_character_modifier = {
					modifier = horse_strength_strength_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_agility_modifier
				}
				remove_character_modifier = horse_agility_modifier
				add_character_modifier = {
					modifier = horse_agility_strength_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_endurance_modifier
				}
				remove_character_modifier = horse_endurance_modifier
				add_character_modifier = {
					modifier = horse_endurance_strength_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_fierceness_modifier
				}
				remove_character_modifier = horse_fierceness_modifier
				add_character_modifier = {
					modifier = horse_fierceness_strength_modifier
				}
			}
		}
		else_if = {
			limit = {
				scope:horse_skill_to_level = flag:agility
			}
			if = {
				limit = {
					has_character_modifier = horse_strength_modifier
				}
				remove_character_modifier = horse_strength_modifier
				add_character_modifier = {
					modifier = horse_agility_strength_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_agility_modifier
				}
				remove_character_modifier = horse_agility_modifier
				add_character_modifier = {
					modifier = horse_agility_agility_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_endurance_modifier
				}
				remove_character_modifier = horse_endurance_modifier
				add_character_modifier = {
					modifier = horse_endurance_agility_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_fierceness_modifier
				}
				remove_character_modifier = horse_fierceness_modifier
				add_character_modifier = {
					modifier = horse_fierceness_agility_modifier
				}
			}
		}
		else_if = {
			limit = {
				scope:horse_skill_to_level = flag:endurance
			}
			if = {
				limit = {
					has_character_modifier = horse_strength_modifier
				}
				remove_character_modifier = horse_strength_modifier
				add_character_modifier = {
					modifier = horse_endurance_strength_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_agility_modifier
				}
				remove_character_modifier = horse_agility_modifier
				add_character_modifier = {
					modifier = horse_endurance_agility_modifier
				}
			}
			else_if = {
				limit = {
					has_character_modifier = horse_endurance_modifier
				}
				remove_character_modifier = horse_endurance_modifier
				add_character_modifier = {

As written in game/common/scripted_effects/00_animal_effects.txt.

The first 120 of its 218 lines; the rest is in game/common/scripted_effects/00_animal_effects.txt from line 782.

Where it is used

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

Events (3)

Source: game/common/scripted_effects/00_animal_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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