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

martial_authority_special_1100_a_failure_effect

martial_authority_special_1100_a_failure_effect = yes

game/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

• 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.

Events (2)

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.

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