Scripted effect · Khans of the Steppe files
mpo_mongol_recovered_head_content_effect
mpo_mongol_recovered_head_content_effect = yesgame/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
- Any side participant:
• 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.