CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Khans of the Steppe files

mpo_mongol_recovered_head_content_effect

mpo_mongol_recovered_head_content_effect = yes

game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 959 (60 lines). No parameters.

mpo_mongol_recovered_head_content_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 959 of its file. It takes no parameters: mpo_mongol_recovered_head_content_effect = yes. The game's script calls it in 2 places, among them on_combat_end_loser (on action) and on_combat_end_winner (on action). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

What it does

  • If

    • Any side participant:
      • Has “beheaded warrior” (a variable the game's script sets)
      • Is a ruler

    Then

    • Every side participant:
      • Where: Has “beheaded warrior” (a variable the game's script sets) · Is a ruler
      • 1 of 2 things will happen:
        • 20% (base chance; changed in play): Event mpo_nomad_events.1001 (after 1 days)
        • 80% (base chance; changed in play): Nothing else happens

• 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 (60 lines of game script)
mpo_mongol_recovered_head_content_effect = {
	if = {
		limit = {
			any_side_participant = {
				is_alive = yes
				has_variable = beheaded_warrior
				is_ruler = yes
			}
		}
		every_side_participant = {
			limit = {
				is_alive = yes
				has_variable = beheaded_warrior
				is_ruler = yes
			}
			save_scope_as = beheaded_liege
			random_list = {
				1 = {
					trigger = {
						is_imprisoned = no
					}
					modifier = {
						OR = {
							is_consort_of = var:beheaded_warrior
							is_close_family_of = var:beheaded_warrior
						}
						add = 20
					}
					modifier = {
						has_variable = beheaded_warrior_powerful_vassal
						add = 1
					}
					trigger_event = {
						id = mpo_nomad_events.1001
						days = 1
					}
					add_character_flag = {
						flag = beheaded_warrior_cooldown
						years = 2
					}
				}
				4 = {
					modifier = {
						OR = {
							has_multiple_players = yes
							is_ai = yes
						}
						factor = 2
					}
					remove_variable = beheaded_warrior
					remove_variable = beheaded_warrior_foe
					remove_variable = beheaded_warrior_councillor
					remove_variable = beheaded_warrior_powerful_vassal
					remove_variable = beheaded_warrior_accolade
					remove_variable = beheaded_warrior_location
				}
			}
		}
	}
}

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 mpo_mongol_recovered_head_content_effect.

On actions (the game's own hooks) (2)

  • on_combat_end_loser
  • on_combat_end_winner

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.

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