Scripted effect
martial_authority_special_1100_a_failure_effect
martial_authority_special_1100_a_failure_effect = yesgame/common/scripted_effects/00_martial_lifestyle_effects.txt, line 909 (10 lines). No parameters.
martial_authority_special_1100_a_failure_effect is a scripted effect in Crusader Kings III, written at line 909 of its file. It takes no parameters: martial_authority_special_1100_a_failure_effect = yes. The game's script calls it in 2 places, among them Incognito (event martial_authority_special.1100) and Incognito (event martial_authority_special.1102). Patch 1.20.1.2, from game/common/scripted_effects/00_martial_lifestyle_effects.txt.
What it does
- Gains the modifier “Fought Seasoned Warrior” for 3650 days
- Prowess +1
- 33% chance of:
increase_wounds_effect = { REASON = training_accident }
• 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 (10 lines of game script)
martial_authority_special_1100_a_failure_effect = {
add_character_modifier = {
modifier = fought_a_seasoned_warrior
days = 3650
}
random = {
chance = 33
increase_wounds_effect = { REASON = training_accident }
}
}As written in game/common/scripted_effects/00_martial_lifestyle_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls martial_authority_special_1100_a_failure_effect.
Source: game/common/scripted_effects/00_martial_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.