Scripted effect
level_horse_modifier_effect
level_horse_modifier_effect = yesgame/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
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:
- Loses “Enduring Warhorse”
- Gains the modifier “Strong and Enduring Warhorse”
- Prestige +0.25/month
- Prowess +1
- Stress Loss +25%
- Levy Size +10%
- 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:
- Loses “Enduring Warhorse”
- Gains the modifier “Agile and Enduring Warhorse”
- Prestige +0.25/month
- Prowess +2
- Stress Loss +25%
- 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
- If has the Modifier: Strong Warhorse:
- Loses “Strong Warhorse”
- Gains the modifier “Strong and Enduring Warhorse”
- Prestige +0.25/month
- Prowess +1
- Stress Loss +25%
- Levy Size +10%
- Else, if has the Modifier: Agile Warhorse:
- Loses “Agile Warhorse”
- Gains the modifier “Agile and Enduring Warhorse”
- Prestige +0.25/month
- Prowess +2
- Stress Loss +25%
- Else, if has the Modifier: Enduring Warhorse:
- Loses “Enduring Warhorse”
- Gains the modifier “Very Enduring Warhorse”
- Prestige +0.25/month
- Prowess +1
- Stress Loss +50%
- Else, if has the Modifier: Fierce Warhorse:
- Loses “Fierce Warhorse”
- Gains the modifier “Fierce and Enduring Warhorse”
- Prestige +0.25/month
- Prowess +1
- Advantage +2
- Stress Loss +25%
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:
- Loses “Enduring Warhorse”
- Gains the modifier “Fierce and Enduring Warhorse”
- Prestige +0.25/month
- Prowess +1
- Advantage +2
- Stress Loss +25%
- 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)
- …: The Circle of Life
warhorse.8002 - …: Trusty …
warhorse.1002 - My Horse …
trait_specific_ongoing.1010
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.